Bee-Bot is a simplified Logo turtle for the youngest students. Designed for students in kindergarten through second grade, Bee-Bot may be programmed to move forward and back and turn left and right by pressing the corresponding arrow keys on its back. Press the green GO button and watch Bee-Bot follow the steps. Children are captivated by Bee-Bot and eager to send it on its way.
Coding is the new literacy! Once students are familiar with physical computing deviices, the can move toward coding with ScratchJr,. Young children (ages 5-7) can program their own interactive stories and games. In the process, they learn to solve problems, design projects, and express themselves creatively on the computer.
The Tynker Junior course collection comprising of 7 different adventures helps early readers develop foundational programming skills. Tynker Junior is designed specifically for young children aged 5-7 — who have limited motor skills and are still developing hand-eye coordination — to learn to code using big blocks, pictures, voiceovers and tap-tap-tap interactions, without words or drag-and-drop or any other actions they may find too tedious or overwhelming.
Blockly is a library that adds a visual code editor to web and mobile apps. The Blockly editor uses interlocking, graphical blocks to represent code concepts like variables, logical expressions, loops, and more. It allows users to apply programming principles without having to worry about syntax or the intimidation of a blinking cursor on the command line.
Blockly is for developers. Blockly apps are for students. If you're here to use educational apps rather than build them, check out these Computer Science Learning Opportunities.
Scratch is a visual programming language created by the MIT Media Lab in 2007. Its drag-and-drop interface with colorful blocks makes it one of the most intuitive programming languages to learn.
For teachers looking for resources, check out The Creative Computing Curriculum, a collection of ideas, strategies, and activities for an introductory creative computing experience using the Scratch programming language. The activities are designed to support familiarity and increasing fluency with computational creativity and computational thinking. The curriculum is now available in Google Slides as individual units, activities, or the full curriculum.
Snap! is a broadly inviting programming language for kids and adults that's also a platform for serious study of computer science.
They have a reference manual available as a .pdf download, as well as example projects that can be explored. One of the more advanced features in the ability to BYOB - Build your own blocks.
The Blue-Bot TacTile Reader is a unique, hands-on programming device to control Blue-Bot. Place individual tiles, each representing a Blue-Bot command, sequentially on the TacTile Reader. Press the GO button and watch Blue-Bot move step-by-step through the program while the Reader lights up each command as Blue-Bot performs it.
Cubetto lets you teach coding without screens, increasing engagement, and enhancing learning. It is also designed to help children play collaboratively, irrespective of reading ability or language. Best of all, Cubetto works straight out of the box, with little prep or prior experience required to start teaching.
Check out the activities in their Playroom!
Robo Wunderkind kits and teaching materials support children’s cognitive development and offer a new way to learn coding, robotics, and STEAM skills through open-end play. The curriculum is built on the theory of constructionism and can be used from kindergarten to middle school.
CoDrone Mini is a mini drone that is programmable using Blockly and Python.
Programming flight patterns that mimic those of a story can really make literacy 'take flight!' Students can even control the lights and do flips. It’s an awesome way to integrate basic coding concepts and computational thinking into your math and/or literacy instruction at the middle school level.
Kai’s Clan is a collaborative coding platform that encompasses several technologies into an all-in-one learning platform.
These robots are meant for grades 3-8 and include that capability to engage your students in Robotics, Augmented Reality (AR), Virtual Reality (VR), Internet of Things (IoT), as well as Artificial Intelligence (AI).
Recommended for ages 5+, students can start coding their Ozobot completely screen-free with Color Codes and then advance to block-based programming with OzoBlockly.
They provide educators with tools on CARES funding, as well as other grants that may be available. Ozobot is a global learning company trusted in over 30,000 schools and committed to giving all children the tools to integrate computer science into all subjects, anywhere1