What is Robo Wunderkind?
Robo Wunderkind - the complete STEM education toolkit for your classroom.
Robo Wunderkind is an award-winning solution for learning and teaching coding and robotics, which enables children to learn the essential STEM skills from the age of 5. Build robots with LEGO®-compatible colour-coded blocks, then learn to program and control them with an intuitive app, while the 80+ hours of cross-disciplinary learning materials make it easy for the teacher!
The award-winning robotics kits help children to promote their mental and physical development by getting to know the world around them through interacting with robotics and programming. Using colour-coded building blocks, children ages 5-14 can build their own robots and devices that can solve real-life problems. Using the intuitive Robo Wunderkind App, students can bring the robots to life by programming or remote controlling them.
Coding education for all skill levels
Our free Robo Wunderkind App offers learning opportunities for children of different ages and skill levels. It guides them from the basics all the way to complex coding concepts, using in-app tutorials across 3 levels.
- 3 coding levels: Matching experiences for ages 5-14. No previous knowledge needed!
- Learn block-based programming: with our Scratch-based programming interface called Blockly, children can bring their coding skills to the next level.
- Hands-on coding: children learn by doing and receive immediate feedback, which motivates them to keep exploring.
- In-app tutorials and open coding interface: from guided projects to creating code from scratch, the possibilities are endless!
- Available in German and English: more languages are on the way!
Where Robo Wunderkind is used
- Kindergartens
- Primary Schools
- Middle Schools
- Secondary Schools
- After-school activities
- Summer camps
- Coding clubs and makerspaces
- Anywhere where kids learn
Educational Impact
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Robo Wunderkind Reviews
from 5 Verified Reviews
User rating
Country
Nicola
Tutor & trainer
Used Robo Wunderkind monthly for 1-2 years
Jul 2021
It’s very attractive and engaging for students. It has a low entry but unlimited potential. For KS1 &KS2 it’s a great product to enhance Computing and Science lessons.
Nicola found Robo Wunderkind:
- Slightly reduces teacher workload“Teaching ideas on the website.”
- Significantly increases student collaboration“Students can work together to create a solution using Robo Wunderkind.”
- Slightly improves teacher knowledge“Real life uses of STEM”
- Moderately improves attainment“It’s very engaging”
- Moderately builds student knowledge“Creating and debugging algorithms”
Jun 2021
An excellent tool for learning and creative thinking, which is simple to use and can be deployed effectively across all of primary school.
Ben found Robo Wunderkind:
- Moderately builds student knowledge“Children are able to apply what they have learned in coding lessons, as well as think creatively about how to build and design their robots.”
- Moderately improves attainment“Robo Wunderkind made it clearer for children who interacted with it who was confident and who was less confident in coding.”
- Moderately improves teacher knowledge and skills“Simple and easy enough to follow, with good resources and support available where needed.”
- Significantly increases student collaboration“There have been several instances of children working excellently in teams to design, code and debug their robots!”
- Slightly reduces teacher workload“The assessment resources look good, but my personal preference is to have everything recorded digitally; a spreadsheet version of the assessment resources would be very beneficial.”
Jun 2021
The children LOVE it - it allows progression from live control to code to block code (scratch is widely used in the school) meaning that the kits can serve a wide variety of year groups. The robust design is perfect for schools too. The computational thinking that the children go through whilst they think they are playing is simply the BEST part.
Simone found Robo Wunderkind:
- Moderately builds student knowledge“We are using the kits to demonstrate what we have learned in PSHE (Y6 transition to secondary) and History (our Topic is Total War). The children have had to come up with an idea that summarises or condenses or encapsulates a fact/event/process by coding their robots to perform a few significant tasks that represent their idea - we workshoped building, then controlling (using live) then coding (using code) the children we simply pointed at outcomes and have to find a way to make their robot respond. They worked in pairs to design and write the probable code and have also helped other pairs to problem solve if they can't get Robo to do what they want it to do.”
- Moderately improves attainment“The pairs are of mixed ability so the children can work to their strengths, but I find because of the practicality of the device and instant checking and feedback it provides, tinkering, debugging and collaborating happens naturally.”
- Significantly improves teacher knowledge and skills“I have had to think of ways to share what I have learned by playing around with Robo myself and the children’s solutions to problems have also given me insight to what works well for them. They often need help with abstraction and refining their code, so having a discussion about what they want the device to do versus how they are going about making that happen, gives me a chance to immediately assess their understanding, which leads to better planning for the next session. Sharing our frustrations and solutions with each other also creates a nice, no risk, collaborative classroom atmosphere”
- Significantly increases student collaboration“Paired work, whole class demonstration of their work and trying to solve each others Robo tasks is integral to the lesson.”
- Slightly reduces teacher workload“Well only having 4 kits in the classroom can require some very careful planning and organisation - the children who have a good idea of their code, who help others and are prepared for the lesson get to "play" with Robo, whilst the other work on their planning or need to keep busy with another task (art in my case). Also the practicality of charging the devices and ensuring the software is up to date takes commitment. A charging station could help.”
Jun 2021
Excellent resource - thank you
Anne found Robo Wunderkind:
- Significantly builds student knowledge“coding, speaking and listening”
- Significantly improves attainment“computing”
- Significantly improves teacher knowledge and skills“confidence and knowledge in computing”
- Significantly increases student collaboration“group work, working together”
- Slightly reduces teacher workload
Jun 2021
The kit is robust and motivating and provides the opportunity to learn to control devices from an easy entry (Robo Live) to the complex Blocky area of the app. This product could provide learning for a large range of ages and abilities.
Nicola found Robo Wunderkind:
- Significantly builds student knowledge“Colour recognition, mathematical knowledge - direction; measure; number; speed... The chance to expand and practise this knowledge greatly impacts on the social communication of my SEN pupils.”
- Moderately improves attainment“Our school measures increase of social communication and emotional regulation and the kit provides the opportunity to learn to negotiate and take turns as well as problem solve together.”
- Significantly improves teacher knowledge and skills“I have ensured that I am able to understand the code examples before delivering projects to my pupils. This kit provides opportunity for high level control of the Robo through a range of coding applications.”
- Significantly increases student collaboration“We do not have a large range of kits and the product is highly motivating so pupils are happy to share and work together.”
- Does not significantly reduce teacher workload“My pupils are SEN pupils are require projects to be modelled and supported throughout to be able to complete more complex applications.”
Pedagogy
Certified by Education Alliance Finland, 06/2019
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.
- Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
- Using technology as a part of explorative and creative process
- Understanding technological system operations through making
- Building common knowledge of technological solutions and their meaning in everyday life
- Practising to understand visual concepts and shapes and observe their qualities
- Learning to acquire, modify and produce information in different forms
- Using technology as a part of explorative and creative process
- Practicing logical reasoning to understand and interpret information in different forms
- Practicing decision making
- Learning to plan and organize work processes
- Practicing to use foreign language as a communication tool
- Learning decision-making, influencing and accountability
- Learning to listen other people’s opinions
- Practicing to work with others
- Encouraging to build new information and visions
- Learning to face respectfully people and follow the good manners
- Practicing to notice links between subjects learned
- Learning to combine information to find new innovations
- Encouraging to build new information and visions
- Learning to build information on top of previously learned
- Practicing to notice causal connections
- Learning to face failures and disappointments
- Develop and apply their analytic, problem-solving, design, and computational thinking skills.
- Understand the hardware and software components that make up computer systems.
- Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
- Design and develop modular programs that use procedures or functions.
- 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.
- Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
- Recognise common uses of information technology beyond school.
- Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
- 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.
- Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
- Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
- Practicing strategic thinking
- Practicing to notice causal connections
- Developing problem solving skills
- Practicing to use imagination and to be innovative
- Encouraging students to be innovative and express new ideas
- Practicing creative thinking
- Creating requirements for creative thinking
- Learning to find the joy of learning and new challenges
- Practicing persistent working
- Learning to notice causal connections
- Practising visual recognition
- Practicing fine motor skills
- Using technology as a part of explorative process
- Practicing logical reasoning, algorithms and programming through making
- Apply their understanding of computing to program, monitor and control their products.
- Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.
- Generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, information and communication technology.
- Design purposeful, functional, appealing products for themselves and other users based on design criteria.
- Critique, evaluate and test their ideas and products and the work of others.
- Encouraging to build new information and visions
- Learning to combine information to find new innovations
- Encouraging to build new information and visions
- Learning to build information on top of previously learned
- Practicing to notice causal connections
- Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
- Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
- Use logical reasoning to predict the behaviour of simple programs.
- Apply their understanding of how to strengthen, stiffen and reinforce more complex structures.
- Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors].
- 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.
- Investigate and analyse a range of existing products.
- Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.
- Explore and evaluate a range of existing products.
- Design purposeful, functional, appealing products for themselves and other users based on design criteria.
- Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
- Using technology resources for problem solving
- Practicing to take care of own and other people’s safety
- Encouraging the growth of positive self-image
- Practicing strategic thinking
- Practicing to look things from different perspectives
- Practicing to notice causal connections
- Developing problem solving skills
- Practicing to use imagination and to be innovative
- Practicing to use imagination and to be innovative
- Encouraging students to be innovative and express new ideas
- Practicing to improvise
- Practicing creative thinking
- Creating requirements for creative thinking
- Learning to find the joy of learning and new challenges
- Practicing persistent working
- Learning to notice causal connections
- Practising visual recognition
- Practicing categorization and classification
- Practicing fine motor skills
- Using technology as a part of explorative process
- Practicing logical reasoning, algorithms and programming through making
- Using technology as a part of explorative and creative process
- Building common knowledge of technological solutions and their meaning in everyday life
- Practising to understand visual concepts and shapes and observe their qualities
- Using technology as a part of explorative and creative process
- Learning to plan and organize work processes
- Learning to use foreign language in work context