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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 Pedagogical Quality

Certified by Education Alliance Finland, 06/2018

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.

  • Using technology as a part of explorative process
  • Create clearly named variables that represent different data types and perform operations on their values.
  • Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
  • Create programs that include sequences, events, loops, and conditionals.
  • Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
  • Develop programs with sequences and simple loops, to express ideas or address a problem.
  • Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
  • Develop plans that describe a program’s sequence of events, goals, and expected outcomes.
  • Develop their capability, creativity and knowledge in computer science, digital media and information technology.
  • Develop and apply their analytic, problem-solving, design, and computational thinking skills.
  • Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
  • Understand simple Boolean logic and some of its uses in circuits and programming.
  • Understand several key algorithms that reflect computational thinking.
  • Design and develop modular programs that use procedures or functions.
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
  • Use logical reasoning to predict the behaviour of simple programs.
  • Create and debug simple programs.
  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
  • Learning to plan and organize work processes
  • Practicing decision making
  • Practicing to notice causal connections
  • Learning to build information on top of previously learned
  • Practicing to look things from different perspectives
  • Developing problem solving skills
  • Practicing strategic thinking
  • Practicing creative thinking
  • Practicing persistent working
  • Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  • Practicing logical reasoning, algorithms and programming through making
  • Building common knowledge of technological solutions and their meaning in everyday life
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Last updated 27th September 2023