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Makeblock Neuron

Makeblock Neuron

Makeblock Neuron

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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 Range5-7, 8-10, 11-13, 14-16, 17-18, 19+
LanguagesChinese, English
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Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland, 08/2018

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.
Passive
Active
Makeblock Neuron provides pre-curated materials to users as they have instructions on how to use the Neuron blocks to create robots and other projects. The product is easy to use and it responds and adapts to users' activities as they try out new things.
Rehearse
Construct
With Neuron the user learners by actively doing and trying out with the product. It is easy to get started with the instructions from the app. The solution requires utilizing learned in open-ended problem-solving as it is mostly up to the users to decide what they would like to create.
Linear
Non-linear/Creative
The solution provides an unlimited learning process as it is easy to re-use the blocks as the user likes. It is easy to get started with the instructions that the app provides.
Individual
Collaborative
The solution allows social interaction through digital channels as part of the learning experience as it is possible to discuss within Makeblock's online community. All the learning activities can be done individually but especially in a school context, multiple students can work as a group.

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.

  • Use a variety of approaches, to generate creative ideas and avoid stereotypical responses
  • 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.
  • 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-ETS1-1. 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.
  • 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.
  • 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-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • 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
  • Identify and solve their own design problems and understand how to reformulate problems given to them
  • Investigate new and emerging technologies
  • MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
  • Learning to plan and organize work processes
  • Practicing decision making
  • Practicing versatile ways of working
  • Practicing to notice causal connections
  • Learning to build information on top of previously learned
  • Learning to combine information to find new innovations
  • Encouraging to build new information and visions
  • Practicing to create questions and make justifiable arguments based on observations
  • Developing problem solving skills
  • Practicing to plan and execute studies, make observations and measurements
  • Practicing creative thinking
  • Practicing to use arts as a way to express
  • Practicing persistent working
  • Practicing to find ways of working that are best for oneself
  • Practicing to evaluate one's own learning
  • Using technology resources for problem solving
  • Understanding technological system operations through making
  • Using technology as a part of explorative and creative process
  • Building common knowledge of technological solutions and their meaning in everyday life
  • 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.
  • Evaluating and applying information technology, including new or unfamiliar technologies, analytically to solve problems
  • Using information technology to create programs, systems and a range of content
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Use logical reasoning to predict the behaviour of simple programs.
  • Recognise common uses of information technology beyond school.
  • Understand and use electrical systems in their products
  • Understand and use mechanical systems in their products
  • Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components

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Last updated 25th April 2024
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