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Dystopia 2153

Dystopia 2153

Dystopia 2153

Learning goals

What is Dystopia 2153?

Dystopia 2153 is an interactive graphic novel that integrates the teaching of coding into the narrative arc of the story.

Set in 2153 A.D., Lance, Freya and their friends live in an orphanage run by cruel robots. They plan their escape and embark on an epic journey to reunite with their families. Dystopia is an educational resource that meets STEM, STEAM and Literacy outcomes.

The experience variates between reading the story and solving multi-level puzzles that teach coding with Scratch, which introduces the student to coding concepts as students move through each of the levels.


Age Range5-7, 8-10, 11-13, 14-16
RequirementsAvailable OfflineInternet - Low BandwidthDesktop - MacDesktop - WindowsDesktop - ChromebookMobile - iPhoneMobile - iPadMobile - Android

Dystopia 2153 is web-based; no installation is required. For optimal user experience, we recommend desktops, laptops, Chromebooks, or netbooks running the latest version of a major web browser.

Dystopia 2153 Pricing

Pricing Plans

Paid Subscription

Dystopia 2153 pricing starts from $3 / per-pupil

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Certified by Education Alliance Finland

EAF Evaluation is an academically-backed approach to evaluating the pedagogical design of a product. EAF evaluators assess the product using criteria that covers the most essential pedagogical aspects in the learning experience.
Students follow the story and play with the coding puzzles in the middle. Dystopia 2153 provides an engaging way to get interested about the basics of programming.
Users are effectively engaged to a new subject through the story. Dystopia 2153 guides the user to learn the new features. If the user already knows the basics they can skip levels and move to the more advanced levels.
As the product follows a storyline, the structure is very linear and it is best used when done in an order. It is possible for the user to skip the puzzle levels if they are too easy. The balance between the story and he activities is good.
The tasks are done independently and in the classroom context students can progress freely in their own pace.

Learning goals

Certified by Education Alliance Finland

The supported learning goals are identified by mapping the product against the selected reference curriculum and soft skills definitions most relevant for the 21st century.

  • Learning to plan and organize work processes
  • Create and debug simple programs.
  • Use logical reasoning to predict the behaviour of simple programs.
  • Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
  • Design and develop modular programs that use procedures or functions.
  • Understand several key algorithms that reflect computational thinking.
  • Understand simple Boolean logic and some of its uses in circuits and programming.
  • Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
  • Develop and apply their analytic, problem-solving, design, and computational thinking skills.
  • Develop their capability, creativity and knowledge in computer science, digital media and information technology.
  • Develop plans that describe a program’s sequence of events, goals, and expected outcomes.
  • Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
  • Develop programs with sequences and simple loops, to express ideas or address a problem.
  • Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
  • Create programs that include sequences, events, loops, and conditionals.
  • Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
  • Create clearly named variables that represent different data types and perform operations on their values.
  • Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  • Using technology as a part of explorative process
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Practicing logical reasoning, algorithms and programming through making
  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
  • Practicing persistent working
  • Practicing creative thinking
  • Practicing strategic thinking
  • Developing problem solving skills
  • Practicing to look things from different perspectives
  • Learning to build information on top of previously learned
  • Practicing to notice causal connections
  • Practicing decision making
  • Practicing to evaluate one's own learning
Dystopia 2153 Categories
#93 in Computing
Last updated 5th October 2022