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The Official Store for Evo and Bit | Ozobot Shop

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The Official Store for Evo and Bit | Ozobot Shop

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Discover entertaining and educational robot toys for girls and boys, ages 6 and up. With award-winning coding robots Evo and Bit, kids code two ways.

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Fiches Ozobot - Code et robots, des activités pédagogiques de programmation - Canopé

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Fiches Ozobot - Code et robots, des activités pédagogiques de programmation - Canopé

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Code et robots, des activités pédagogiques de programmation - Canopé

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Fiches Ozobot - Code et robots, des activités pédagogiques de programmation - Canopé

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Le robot Ozobot Découverte d'Ozobot Parcours d'obstacles avec Ozobot Ozoblockly : programmer Ozobot avec des blocs Ozobot et activités créatives À consulter également : un article de l'Atelier Canopé des Yvelines regroupant des informations, explications, ressources sur Ozobot

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Ozobot est un tout petit robot. Du haut de ses 2,54 cm, il peut être programmé de plusieurs manières. Ce petit robot roulant possède sous sa base des capteurs optiques situés à l'avant qui lui permettent de lire quatre couleurs différentes : le noir, le bleu, le rouge et le vert.

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Copyright © 1968 to Present. SPECTRUM Nasco Educational Supplies Limited. All rights reserved.

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robotic teaching training mats robotics technology

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JavaScript seems to be disabled in your browser. For the best experience on our site, be sure to turn on Javascript in your browser. Copyright © 1968 to Present. SPECTRUM Nasco Educational Supplies Limited. All rights reserved.

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Ideal for color sensing, line following, basic skills, and more!

Fits in standard FLL competition table, measures 44.75"x92.75"

Durable, 13oz matte vinyl

This robotics mat contains every element present in a variety of challenges. Features include varying types of lines, counting blocks in widths and contrasts, a variety of targets, interfering backgrounds, side blocks, aiming compasses, and a 70" ruler (in US and Metric). Our most popular mat!

Printed in full color

Printed on 13oz outdoor matte vinyl

Number/Letter coordinates on top and right.

14" Base area

Fits in a standard FLL competition table or can be used on the floor. (44.75"x92.75" apx)

General Practice Mat Curriulm ideas

Linda Hamilton -- Marshall University --Huntington, WV

Linda and her camp put the mat through a rigorous evaluation. She has posted a number of pages about the mat and how it was used. They built structures, made up missions, and generally were highly motivated by the mat.
Check out their results below.
Please see them all
(each link opens in a new window so be sure to come back here to see them all)

SAMPLE CURRICULUM AVAILABLE IN PRODUCT ATTACHMENT TAB
Our most popular mat!

This robotics mat contains every element present in a variety of challenges. Features include varying types of lines, counting blocks in widths and contrasts, a variety of targets, interfering backgrounds, side blocks, aiming compasses, and a 70" ruler (in US and Metric). Teaches skills such as Line following, color sensing, turning, and more!

Robot Mats are ideal for a quick and quality solution for teaching students robotics and coding. Easy to use on the floor or on a table. Saves time and money; no longer need to create your own course or place electrical tape on the floor.

Printed in full color on heavy 13oz matte vinyl

Number/Letter coordinates on top and right.

14" Base area

Fits in a standard FLL competition table or can be used on the floor. (44.75"x92.75" apx)

Works with most robots

General Practice Mat ideas

Basic Drive Straight

Basic Accurate Turns

Combined Straight and Turn

Basic Line Counting

Light Sensor/Color Sensor

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Robotics Challenge Mat - General Skills Mat, FLL Size

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SAMPLE CURRICULUM AVAILABLE IN PRODUCT ATTACHMENT TAB Our most popular mat! This robotics mat contains every element present in a variety of challenges. Features include varying types of lines, counting blocks in widths and contrasts, a variety of targets, interfering backgrounds, side blocks, aiming compasses, and a 70" ruler (in US and Metric).

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At-Home Activities Devices Ozobot Evo A computer or tablet for blockly A printer Devices Ozobot Evo A computer or tablet for blockly A printer Learning Goals Computer Science | Engineering Sequencing, debugging and loops Creativity, problem solving, and critical thinking Learning Goals Computer Scie…

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Dash and Dot robots are a fantastic resource to introduce students to the fundamentals of coding. These interactive robots have the ability to manoeuvre around the floor in all directions, sense objects, flash LED lights and record and playback audio. This functionality allows Dash and Dot to avoid obstacles, sing, dance and respond to voice commands.

Connecting via bluetooth to a mobile device, there are a variety of apps that integrate with Dash and Dot. Each of these apps not only develops students' programming skills but also key 21st century skills such as creativity, problem solving and critical thinking.

Wonder Workshop, the creators of Dash and Dot, have developed their own range of apps that support and guide students' learning.
Go App
The Go app allows students to manually control Dash and Dot, similarly to a remote control. This is a great introduction to the robot which allows students to become familiar with its manoeuvrability. Within the Go app, students can control the speed and light display and change the direction that Dash is facing. Sounds can be added, and up to ten voice recordings can be stored for playback.
Wonder App
The Wonder app provides students with a range of challenges that develop their ability to program Dash and Dot. Students can travel through a variety of levelled quests, including the African Grasslands, Arctic Wilderness and Outer Space. Once students complete these challenges, they can begin creating their own worlds.

Blockly App
The Blockly app provides students with challenges to develop their understanding of block coding. They are introduced to conditional statements, loops and sensors. Students can program Dash and Dot to manoeuvre by responding to button inputs and voice commands.

Path App
The Path app, as it suggests, allows students to program Dash to follow a set path. Students can complete a range of set challenges and then create their own.

Six Ways to Implement Dash and Dot in the Classroom

Location and coordinates

Measurement

Number facts game

Storytelling

Sounds/ letter recognition

Excursion reflection

Location and Coordinates
Dash can be used in Mathematics to support students' learning about location and coordinates.
Measurement
Students need to provide Dash with specific distances to move forwards, backwards, left, or right to manoeuvre him around the floor.
Number Facts Game
Alternative number facts game:

Have two students or groups working on the grid at the same time.

Groups take it in turns rolling two ten-sided dice. (You can always add or remove dice depending on student abilities.)

Students add the numbers together then program Dash to move to the correct answer.

Once they get to the correct number they place a kinder square over it to claim it.

The group with the most coloured squares wins. If the answer is already covered, the group misses their turn.

Storytelling: Sound and Letter Recognition:

Students or teachers write letters or sounds on kinder squares.

Students then scatter the kinder squares around the floor.

The teacher says a letter or sound.

Students program Dash to move to the letter or sound that they hear.

Extension activity:

The teacher says a word, for example, 'mat'.

Students program Dash to manoeuvre to all three letters.

Example: As part of a unit of inquiry, Year 1 students explored their local shopping strip.

On returning to school, the students recreated the shopping strip out of cardboard boxes.

The students program Dash using directional movement to measure distances to manoeuvre around the shopping strip.

Featured Product: Dash & Dot Educational Robots Pack How are you using Dash & Dot in Your classroom? We would love to hear from you!
About the Author

Eleni Kyritsis is an award winning teacher from Melbourne. She is the Leader of Curriculum and Innovation at Strathcona Baptist Girls Grammar. Eleni facilitates professional learning workshops around the world that focus on unleashing creativity and curiosity in classrooms. You can contact her at elenikyritis.com and @misskyritsis

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Dash And Dot In The Classroom - Modern Teaching Blog

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Dash and Dot robots are a fantastic resource to introduce students to the fundamentals of coding. These interactive robots have the ability to manoeuvre around the floor in all directions, sense objects, flash LED lights and record and playback audio. This functionality allows Dash and Dot to avoid obstacles, sing, dance and respond to voice commands.

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mBot Neo Buildable Coding Robot for Kids to Learn Robotics and Coding｜Makeblock

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Makeblock mBot Neo buildable coding robot kit is easy to assemble, store, and start coding with, making it a perfect robot building kit for beginners. mBot Neo has the most potent and versatile microcontroller, electronic modules and enriched learning resources, enabling kids to build robotics and STEM projects.

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Activités de codage - Brault & Bouthillier

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Bee-Bot et Blue-Bot - Brault & Bouthillier

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Au sujet du robot Beebot

Je propose une utilisation en ligne du robot Beebot ou Bluebot. Mais qu'est-ce que ce robot ?

La 'Beebot' est un petit automate programmable conçu pour initier les enfants au monde de la programmation et de la robotique. Cette petite abeille sympathique et amusante permet de découvrir les bases du codage d'une manière simple et intuitive, notamment pour les élèves de l'école maternelle ou préscolaire.

L'utilisation de la Beebot est un atelier pédagogique qui se déroule en général dans le cadre de l'école ou d'un centre éducatif. L'enseignant prépare les activités en amont, en s'appuyant sur des ressources pédagogiques disponibles sur des sites éducatifs spécialisés, comme ici. La préparation de l'atelier est essentielle pour guider les élèves dans leurs premières expériences de programmation.

Le robotique éducatif Beebot est équipé de touches simples pour aider les enfants à programmer les déplacements de l'abeille. Ils peuvent ainsi créer une séquence de mouvements, en utilisant les touches de direction et d'action. Les enfants apprennent ainsi les bases du codage informatique en jouant, ce qui rend l'apprentissage plus ludique et motivant.

Pour démarrer l'activité, l'enseignant dispose un tapis éducatif au sol ("floor" pour nos amis canadiens). Ce tapis présente un quadrillage sur lequel la Beebot se déplace. Les élèves peuvent alors programmer la petite abeille pour qu'elle se déplace d'une case à l'autre, en suivant un parcours défini par l'enseignant. L'objectif est d'aider les enfants à développer leur logique et leur compréhension des concepts de programmation.

La Beebot est un robotique programmable facile à utiliser et à coder. Il n'est pas nécessaire d'avoir des compétences en informatique pour l'utiliser, ce qui rend l'outil particulièrement adapté aux petits enfants. De plus, la Beebot est rechargeable grâce à une station dédiée, ce qui évite l'achat de piles et facilite son utilisation dans un environnement éducatif.

Pour conclure, la Beebot est une ressource pédagogique utile pour initier les enfants à la programmation et à la robotique. Grâce à son design sympathique et à sa simplicité d'utilisation, elle offre une approche ludique et éducative qui permet aux élèves de découvrir et d'apprendre les bases du codage tout en s'amusant.

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Beebot ou Bluebot : ensemble de jeux interactifs

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Jouer à la Beebot ou la Bluebot en ligne : savoir se repérer et anticiper des déplacements en commandant un robot.