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Quality pedagogy award
Learning goals

What is mBlock?

Using Scratch, Arduino C++ and Python that are all integrated in mBlock, students can create programs to control the on-screen sprites or MakeBlock robots. mBlock supports both Microsoft Cognitive Services and deep learning features, meaning that children can learn and understand the fundamentals of AI through making games and applications. In addition to this, the specially designed cloud service allows students to access to multiple IoT applications, giving them the chance to experience IoT in daily life.

Age Range5-7, 8-10, 11-13, 14-16, 17-18, 19+
LanguagesChinese, English, French, Japanese, Spanish
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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.
mBlock works as an open environment for making any kinds of creative projects, where user learns through open-ended problem-solving.
The user can choose learning tools and methods based on one's own interests and the progress is based on utilizing individual tactics to solve challenges.
Users have full autonomy and freedom to explore tools and content.
The solution allows the learner to make all the decisions individually, but face-to-face interaction can be part of the learning experience.

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 sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • 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 recognize and express feelings
  • Practicing to notice causal connections
  • Analysing problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems
  • Connecting subjects learned at school to skills needed at working life
  • Developing problem solving skills
  • Creating requirements for creative thinking
  • Practicing to improvise
  • Practicing to use imagination and to be innovative
  • Practicing persistent working
  • Learning to find the joy of learning and new challenges
  • Understanding technological system operations through making
  • Practicing logical reasoning, algorithms and programming through making
  • Using technology as a part of explorative and creative process
  • Understanding and practicing safe and responsible uses of technology
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Use logical reasoning to predict the behaviour of 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.
  • Create and debug simple programs.
  • Practicing to be responsible, competent, confident and creative users of information and communication technology
  • Using information technology to create programs, systems and a range of content
  • Understanding and applying the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation

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Last updated 24th June 2024
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