What is Makeblock Neuron?
Makeblock Neuron is a programmable electronic building block platform for STEM education. It contains over 30 kinds of blocks with different functions, so creators can build a variety of innovative projects.
Neuron can be used both offline and online. The Flow-Based Programming is accessed via the Neuron App and Neuron can also be programmed using mBlock. Both enable advanced features like IoT and Microsoft Cognitive Services. The blocks are compatible with other Makeblock products and other platforms too. Neuron is accompanied by ready to go projects and tutorials, making it easy to get started.
|Age Range||5-7, 8-10, 11-13, 14-16, 17-18, 19+|
Makeblock Neuron Pricing
One time purchase
Compare Makeblock Neuron with...
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.
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.
- Build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users
- 3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
- 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
- K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
- K-2-ETS1-2. Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
- K-2-ETS1-3. Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.
- MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
- Use a variety of approaches, to generate creative ideas and avoid stereotypical responses
- Investigate new and emerging technologies
- Identify and solve their own design problems and understand how to reformulate problems given to them
- 3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
- Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
- Understand and use mechanical systems in their products
- Understand and use electrical systems in their products
- Recognise common uses of information technology beyond school.
- Use logical reasoning to predict the behaviour of simple programs.
- Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
- Using information technology to create programs, systems and a range of content
- Evaluating and applying information technology, including new or unfamiliar technologies, analytically to solve problems
- Select, use and combine a variety of software on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.
- Building common knowledge of technological solutions and their meaning in everyday life
- Using technology as a part of explorative and creative process
- Understanding technological system operations through making
- Using technology resources for problem solving
- Practicing to evaluate one's own learning
- Practicing to find ways of working that are best for oneself
- Practicing persistent working
- Practicing to use arts as a way to express
- Practicing creative thinking
- Practicing to plan and execute studies, make observations and measurements
- Developing problem solving skills
- Practicing to create questions and make justifiable arguments based on observations
- Encouraging to build new information and visions
- Learning to combine information to find new innovations
- Learning to build information on top of previously learned
- Practicing to notice causal connections
- Practicing versatile ways of working
- Practicing decision making
- Learning to plan and organize work processes
- Connecting subjects learned at school to skills needed at working life
- Enabling the growth of positive self-image
- Practicing communication through different channels
- Practicing to give, get and reflect feedback