CoderZ Adventure with LEGO® Education SPIKE™Prime

CoderZ Adventure with LEGO® Education SPIKE™Prime

100% online,
no installation required
For educators of all backgrounds
Discovery-based learning approach
NGSS & CSTA alignment
Class management tools

It’s time to pack your bags and dive into the world of STEM, coding, and robotics—no experience necessary! This intro course takes kids on a journey through 10 virtual CoderZ destinations where they’ll learn how to program and navigate a virtual robot using Blockly. Lessons include computer science, basic math, geometry, project development, and soft skills. Gamified missions break up the lessons into bite-sized chunks to set a comfortable learning pace.

Includes teaching guide with: solutions, reflection questions, guidance for assessment, quizzes, instructional videos, knowledge base, and class management tool!

Who this course is for: Teachers and students grades 3-5, without prior coding or robotics knowledge, but with an open and curious mind.

30+ hours , 116 activities

Self-paced, gamified activities with real-time feedback and step-by-step instructions

3rd-5th grade
Blockly
English, Hebrew, French, Spanish, Portuguese
Last updated 11/2022

Students’ Outcome

COMPUTER SCIENCE
Algorithms, Control, Program Development
COMPUTER SCIENCE
Sequences, events, loops, and conditionals
COMPUTER SCIENCE
Test, debug and code efficiency
MATH & GEOMETRY
Operations: addition, subtraction, multiplication, division
MATH & GEOMETRY
Robotics Motion Planning - Direction
MATH & GEOMETRY
Shapes: adjacent/equilateral triangles, partial/full circles, parallel lines
SOFT SKILLS
Teamwork and collaboration
SOFT SKILLS
Giving and using peer feedback
SOFT SKILLS
Creativity and critical thinking

Course Resources

Teaching Guide

Teaching Guide

Everything you need to flow through each lesson, including: clear objectives, questions for reflection, instructional videos, and more.

Slide Deck for Classroom Activities

Slide Deck for Classroom Activities

Each session is guided by a presentation that covers the entire session from theory to practice, including: scientific background, examples and sample code, discussion guidelines, play time activities, and speaker notes.

Mission Solutions

Mission Solutions

You can quickly navigate to all the solutions for each lesson in just a few clicks.

Heatmaps and Student Reports

Heatmaps and Student Reports

So you can see how individual students compare to one another, identify specific topics they may be struggling with, and recommend corrective actions.

Knowledge Base and Help Desk

Knowledge Base and Help Desk

Get answers to all your subject matter questions and find your way around the platform.

30+ hours, 12 lessons, 116 activities

Course outline & Learning objectives

Adventure Peak
10 activities
Introduction to coding, robotics, and motion planning with ‘drive distance’ and ‘turn’ instructions.
Frozen Island
8 activities
Students dive deeper into programming by gathering data using basic math, then explain their code with comments.
The Lost City
12 activities
Students learn to use the distance measuring tool and navigation tools such as ‘wait’ and ‘repeat’.
Crystal Crater
12 activities
Students use the ‘turn block’ angle parameter to add or subtract and compute the required degrees to turn their robot.
Project: The Dancing Robot
1 activity
Students use what they have learned to choreograph and code a dance for their robot.
Candy Town
12 activities
Students use the digital measuring tool to discover the radius of a circle and the degrees of an angle.
Sketch It
4 activities
Students code the robot to write their initials, trace an ice-cream cone, and create a custom mandala
Project: Sketching
1 activity
Students use what they have learned to design and create a picture or pattern of their own.
The Milky Way
8 activities
Students use all the skills acquired throughout the course in a creative way. Coding for fun!
Weebo’s Manor
16 activities
Students use the robot’s distance sensor to create programs that can adapt to unpredictable environments.
Cyber Blocks
16 activities
Students use 'push blocks' to remove obstacles in their environment and practice logical problem solving.
Arctic Lab
16 activities
Students instruct their robots to use 'push blocks', and coordinate with the helicopter-bot.
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