What is an Ozobot?
Ozobot is a small smart robot that is programmable through drawn lines and color codes.
Ozobots push students to think critically, design, collaborate and create with technology! They can be used for STEAM lessons or integrated into the curriculum.
Still having trouble imagining how you can use an Ozobot in your classroom? Check out the ideas and videos below!
Ozobot can teach kids of many ages. F-6 students can start programming Ozobot with visual color codes on a tablet using the free apps, or with markers on a piece of paper. Starting in primary school and all the way to high school, students have the additional option to learn advanced programming skills with Ozobot Bit and OzoBlockly.
How do colour codes work?
When Ozobot detects unique sequences on colors, it is pre-programmed to perform different actions or change behavior. It’s as simple as that.
Click here to access the colour codes reference sheet.
Training
Getting Started - Resources & Tips
Webinars & PD on Ozobots
Ozobot Evo Experience Pack - Master Coding with Markers
Let's Get Started
POWER BUTTON
Turn Ozobot on and off by pressing the large button on its side.
PROTECTING YOUR OZOBOT
Ozobot’s skins provide added protection during use. While not in use, Ozobots should be placed in their carrying case or container. This container should be stored out of sunlight in a cool, dark place.
CALIBRATION
Calibration is extremely important! Why? Because Ozobot’s infrared sensors (also known as its “eyes”) are highly sensitive to surrounding light. As a result, changing paper or moving closer to a window affects Ozobot’s ability to follow lines and read color codes. Calibration orients Ozobot to the surrounding light and surface. You and/or your students should calibrate Ozobot every time you begin playing, when light conditions change and whenever you change your playing surface.
There are two calibration methods— one for paper and one for digital screens.
Click here for detailed instructions, or view these instructional videos for calibrating to paper or your screen.
Code your Ozobot through drawn lines and colour codes
OzoBlockly Games will teach you how to use the OzoBlockly language and the drag-and-drop code editor.
OzoBlockly is the drag and drop gode editor which gives you the power to fully control your Ozobot's movement and behavior.
Find resources and tips on how to get started with Ozobot lessons
Code your Ozobot with OzoBlockly, a block based coding web-app
A starter collection of introductory lessons for OzoBlockly. Check out the 7 OzoBlockly basic lessons online, or follow the links to each activity:
Lesson Integration Ideas
Growing Patterns Challenge portal.ozobot.com/lessons/detail/bit-growing-patterns [Grade level 4-6]
The Snow Plow portal.ozobot.com/lessons/detail/ozo-plow [Grade level 5-8]
Easter Egg Activity portal.ozobot.com/lessons/detail/easter-egg-activity [Grade level K-12]
Magellan’s Journey portal.ozobot.com/lessons/detail/magellans-journey [Grade level 3-12]
Multiplication Practice portal.ozobot.com/lessons/detail/multiplication-table-practice [Grade level 1-5]
Coordinates portal.ozobot.com/lessons/detail/cartesian-coordinate-practice [Grade level 5-8]
Pythagorean Theorem portal.ozobot.com/lessons/detail/pythagorean-theorem [Grade level 6-10]
Velocity and Slope portal.ozobot.com/lessons/detail/position-vs-time [Grade level 7-12]
Or find more with the Lesson Filter portal.ozobot.com/lessons
Language Learning With Ozobot
Storytelling
Story map
Handwriting
Text Studies
Procedural Texts
Narrative Writing
Mathematics Learning With Ozobot
Shapes & Colours
Angles
Measurement
Number Lines
Creating Maths Games
Multiples & Factors
Problem Solving
Time
Probability
Mapping/Direction
Fractions
Units of Inquiry With Ozobot
Weather
Water Cycle
Transport Systems
Body Systems
Migration
Communities
Production Chains
Environment (recycling, ecosystems, food chains)
Life Cycles
Space
Apps: Ozobot, Ozobot Evo, and OzoGroove Guides: EvoGuide
Other Lesson Ideas
Curriculum Links
Here are some of the content descriptions that we can cover using Ozobot, from different year levels.
Year 1
Develop and communicate design ideas through describing, drawing, modelling and/or a sequence of written or spoken steps
Year 2
Develop, communicate and discuss design ideas through describing, drawing, modelling and/or a sequence of steps
Year 3
Year 4
Year 5
Data is represented using codes (ACTDIK015)
Implement and use simple programming environments that include branching (decisions) and iteration (repetition) (ACTDIP020)
Year 6
Design, modify, follow and represent both diagrammatically, and in written text, simple algorithms (sequence of steps) involving branching(decisions) and iteration (repetition) (ACTDIP019)
Implement and use simple visual programming environments that include branching (decisions),iteration (repetition) and user input(ACTDIP020)