What is Ozobot?
Ozobot is a programmable small robot, which is an innovative way to teach subjects like programming, math and science.
Simple and intuitive to use on the one hand, highly programmable and versatile on the other. The robot can be used with browser tools and related apps, you can play games or create music with it. The robot can also be used with small children by programming it with color codes drawn on paper. It can be integrated to multiple subjects from arts to science.
| 5-7, 8-10 | |
| English | |
AIAI usage The Ozobot team has not stated whether it uses AI. | |
Ozobot PricingPricing Plans One-Off Fee Ozobot pricing starts from $2990 / one-off Evo Classroom Kit 2.0 (18 Bots) is $ 2,990.00 | |
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Pedagogy
Certified by Education Alliance Finland, 01/2018
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.
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.
- 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-ETS1-1. 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 their understanding of computing to program, monitor and control their products.
- Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
- 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.
- Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
- Learn to analyse problems in computational terms
- 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.
- 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.
- Using technology resources for problem solving
- Understanding technological system operations through making
- Practicing logical reasoning, algorithms and programming through making
- Using technology as a part of explorative and creative process
- Practising to understand visual concepts and shapes and observe their qualities
- Learning to acquire, modify and produce information in different forms
- Practicing to notice causal connections
- Learning to build information on top of previously learned
- Learning to combine information to find new innovations
- Practicing to look things from different perspectives
- Developing problem solving skills
- Practicing creative thinking
- Practicing to evaluate one's own learning
- Connecting subjects learned at school to skills needed at working life


