Meet the Ozobot
The Ozobot is a pocket-sized robot that comes in two model designs, Bit and Evo. These robots can be programmed to follow lines either drawn by coloured markers or created digitally on iPads and computers. (Green, Wagner & Green, 2018). Ultimately the colours send coded information to the bots that determines their speed, direction and movement.
What does this mean for education?
The Australian K-12 syllabus requires educators to provide a platform that prepares students with skills and confidence in using ‘computational thinking and creativity to understand the world.’ (Computing at School, 2013). In today’s modern day, providing opportunities for investigation and creation inside the classroom is vital for preparing young people with skills for the future. By introducing resources such as the Ozobot students become familiar with programming, coding and the wide availability of technology accessible.
How can Ozobot’s be used within the classroom?
As students become familiar with the Ozobot’s teachers can allow students to progress from guided to independent work and therefore set tasks that explore cross-curricular areas through open ended and creative investigations. This is where the creativity begins! Students can use the Ozobot’s to devise and answer problems, to explore direction, code a story and so much more.
Kyle Kitchen – EdTech and Makerspace Specialist said:
“It doesn’t matter if you’re beginning your coding journey or have been coding for years, the amount of problem solving, creativity and engagement that my students and myself have when coding with Ozobot is phenomenal.”
(Educational Programming Robots | Ozobot Edu)
Teachers have successfully created countless games, competitions and activities that allow students their own creative freedom to devise a plan and or answer to an open-ended task. One of the many advantages of the Ozobot is that as students code and organise their ideas they can then watch their programming come to life and decide if their coding was successful or not. (Highfield, 2010). Ultimately encouraging reflection through rich mathematical computation and engagement.
Although Ozobots have great potential for fostering creativity, the programs biggest weakness is how teachers choose to use them. Creativity depends on the teacher’s willingness to create tasks that are open-ended and allow students their own freedoms in the design process. So yes, Ozobots have countless opportunities to promote creativity in the classroom, however teachers must provide appropriate opportunities for students to demonstrate their unique and creative ideas.
References
Computing at School (2013). Computing in the National Curriculum – A guide for Primary teachers. Available at: http://www.computingatschool.org.uk/data/uploads/CASPrimaryComputing.pdf
Educational Programming Robots | Ozobot Edu. Retrieved from https://ozobot.com/stem-education
Green, T., Wagner, R., & Green, J. (2018). A Look at Robots and Programmable Devices for the K-12 Classroom. Techtrends, 62(4), 414-422.
Highfield, K. (2010). Robotic toys as a catalyst for mathematical problem solving: Kate Highfield describes a series of tasks in which robotic toys are used to develop young children’s mathematical and metacognitive skills. Australian Primary Mathematics Classroom, Summer, 15(2), 22.

