Makeblock Neuron

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CertifiedEducation quality
08/2018
Makeblock Neuron

Makeblock Neuron

Makeblock
Programming
Makeblock Neuron is a programmable electronic building block platform.

Makeblock Neuron is a programmable electronic building block platform for STEM education. It contains over 30 kinds of blocks with different functions, so creators can build a variety of innovative projects.
Neuron can be used both offline and online. The Flow-Based Programming is accessed via the Neuron App and Neuron can also be programmed using mBlock. Both enable advanced features like IoT and Microsoft Cognitive Services. The blocks are compatible with other Makeblock products and other platforms too. Neuron is accompanied by ready to go projects and tutorials, making it easy to get started.

Age groups 
Elementary
Middle school
High School
Tertiary Education
Price 
One time purchase
Languages 
English
Dutch
Chinese
Platform 
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Other
Registration 
Required
Offline play 
Internet required
Pictures
Pedagogy
Educational Quality
Learning Goals

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
Makeblock Neuron provides pre-curated materials to users as they have instructions on how to use the Neuron blocks to create robots and other projects. The product is easy to use and it responds and adapts to users' activities as they try out new things.
Rehearse
Construct
With Neuron the user learners by actively doing and trying out with the product. It is easy to get started with the instructions from the app. The solution requires utilizing learned in open-ended problem-solving as it is mostly up to the users to decide what they would like to create.
Linear
Non-linear/Creative
The solution provides an unlimited learning process as it is easy to re-use the blocks as the user likes. It is easy to get started with the instructions that the app provides.
Individual
Collaborative
The solution allows social interaction through digital channels as part of the learning experience as it is possible to discuss within Makeblock's online community. All the learning activities can be done individually but especially in a school context, multiple students can work as a group.

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

Makeblock Neuron is a versatile product that gives a deep introduction to robotics, AI and IoT without needing to have previous experience.
The kit provides endless possibilities as the blocks are easy to use and can be easily re-used for new projects.
Blocks and the application are seamless to use and they can be connected also with the Codey Rockey robot.
The Neuron app provides nice examples on what to create. The video clips make the instructions easy to understand and follow.

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

Build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users
3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
K-2-ETS1-2. Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
K-2-ETS1-3. Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.
MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
Use a variety of approaches, to generate creative ideas and avoid stereotypical responses
Investigate new and emerging technologies
Identify and solve their own design problems and understand how to reformulate problems given to them
3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
Understand and use mechanical systems in their products
Understand and use electrical systems in their products
Recognise common uses of information technology beyond school.
Use logical reasoning to predict the behaviour of simple programs.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Using information technology to create programs, systems and a range of content
Evaluating and applying information technology, including new or unfamiliar technologies, analytically to solve problems
Select, use and combine a variety of software on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.

Soft skills learning goals

Building common knowledge of technological solutions and their meaning in everyday life
Using technology as a part of explorative and creative process
Understanding technological system operations through making
Using technology resources for problem solving
Practicing to evaluate one's own learning
Practicing to find ways of working that are best for oneself
Practicing persistent working
Practicing to use arts as a way to express
Practicing creative thinking
Practicing to plan and execute studies, make observations and measurements
Developing problem solving skills
Practicing to create questions and make justifiable arguments based on observations
Encouraging to build new information and visions
Learning to combine information to find new innovations
Learning to build information on top of previously learned
Practicing to notice causal connections
Practicing versatile ways of working
Practicing decision making
Learning to plan and organize work processes

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation