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Ozobot

Ozobot

Ozobot

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Quality pedagogy award
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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.


Age Range5-7, 8-10
LanguagesEnglish
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Ozobot Pricing


Pricing 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 Pedagogical Quality

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.
Passive
Active
Students are in a highly active role when using Ozobot as the robot needs to get instructions from the user to work.
Rehearse
Construct
Students construct new information from their actions. Ozobot has multiple difficulty levels from color coding to block-based programming, so it is always possible to find the right difficulty level for everyone. By following Ozobot's lesson plans, teachers can concentrate on practicing certain skills as well.
Linear
Non-linear/Creative
The product and its tools offer a high degree of modification and freedom, allowing endless possibilities.
Individual
Collaborative
Ozobot can be used either individually or in a group. The lesson materials give multiple ideas for teachers on how to use Ozobot with students even if there isn't a robot available for each student.

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

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Last updated 22nd December 2024
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