CodeMonkey

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CodeMonkey

CodeMonkey

CodeMonkey
Programming
A game-based learning platform for coding.

CodeMonkey is a game-based learning platform for coding suitable for students aged eight and older. The platform teaches real programming languages and offers personalized feedback in real time. CodeMonkey provides a turnkey solution for educators by offering basic training, management, reporting tools, automatic grading and detailed tutorials.

Age groups 
Elementary
Middle school
Price 
Subscription
Languages 
English
Platform 
Browser-based
Desktop Windows
Desktop Mac
Registration 
Required
Offline play 
Internet required
Pictures
Videos
Educational Quality
Learning Goals
Pedagogy

The following are the high educational quality aspects in this product.

All required actions direct users to adopt more information and learn new skills that are determined by clear and meaningful learning goals.
A solution that provides an almost endless learning process while keeping its teaching focus clear and meaningful.
The process of giving instructions is in an optimal balance between linearity and exploration.
Learners are given autonomy to choose learning tools and tasks, but they are also provided with motivational pre-curated materials and assignments.
Students are required to engage fully with coding assignments in order to progress.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Evaluating and applying information technology, including new or unfamiliar technologies, analytically to solve problems
Practicing to be responsible, competent, confident and creative users of information and communication technology
Understanding and applying the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
Using information technology to create programs, systems and a range of content
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.
Analysing problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems

Soft skills learning goals

Developing problem solving skills
Learning to plan and organize work processes
Realizing the connection between subjects learned in free time and their impact to skills needed at worklife
Practicing to notice causal connections
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Practicing to look things from different perspectives
Practicing to use imagination and to be innovative
Encouraging students to be innovative and express new ideas
Practicing persistent working
Practicing to evaluate one's own learning
Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Using technology as a part of explorative and creative process
Practicing logical reasoning to understand and interpret information in different forms
Practising to understand visual concepts and shapes and observe their qualities
Learning to acquire, modify and produce information in different forms

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Passive
Active
All required actions direct the user to adopt more information and learn new skills that are determined by clear and meaningful learning goals.
Rehearse
Construct
The solution provides tutorials, well designed feedback and almost endless possibilities to learn through making.
Linear
Non-Linear
The way the learning journey is designed is in an optimal balance between linearity and exploration.
Individual
Collaborative
Students can share their own games and creative outcomes which is crucial for keeping their motivation and willingness to learn high.