Dash Robot

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An engaging hands-on learning tool for primary school children.
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From £214.99 ex VAT
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Overview

Helping to Support Teaching and Learning

Algorithmic Thinking

Children learn to analyse problems and design algorithms, programming Dash Robot's actions and reactions, fostering critical computational thinking skills.

Maths Exploration

Dash Robot introduces children to maths concepts such as number lines, geometry, and angles through interactive and engaging activities.

Creative Coding

Controllable via Apple’s SWIFT Playgrounds app, Dash Robot offers a fun and engaging way to learn and teach coding.

Arts Integration

Beyond coding, Dash encourages exploration in storytelling, drawing, and music, integrating creative arts into STEM learning.

Curriculum Alignment

Supports Key Stage 1 and 2 computing curriculum, enhancing skills in designing, writing, and debugging programs to solve specific problems.

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Dash Robot

An engaging hands-on learning tool for primary school children.

Overview

  • Dash Robot, a dynamic learning tool, equips teachers to enhance computational thinking and creativity in children. By analysing problems and designing algorithms, children engage in programming the robot's actions, delving into vital STEM concepts using visual coding languages like Blockly and Wonder.

  • Incorporating maths and creative arts, Dash applies interactive learning to concepts such as geometry, angles, storytelling, and even music, supported by compatibility with Apple's SWIFT Playgrounds app.

  • As an educational resource, Dash exceeds programming fundamentals by fostering logical reasoning and understanding sequence in coding. It aligns with the computing curriculum for Key Stage 1 and 2, focusing on the design, writing, and debugging of programs to solve problems effectively.

Supports the National Curriculum

Computing, Key Stage 1

Create and debug simple programs.

Computing, Key Stage 1

Understand what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions.

Computing, Key Stage 2

Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems and solve problems by decomposing them into smaller parts.

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