KUBO Coding Single Set
KUBO Coding Starter Set is the ideal starting point for introducing coding and computational thinking to students from four years. Teach functions, subroutines and loops in simple, logical steps. KUBO comes with comprehensive lesson plans and teacher guides to make it easy for teachers to deliver cross-curricular challenges in a hands-on, playful way.
Coding made as easy as a puzzle
KUBO makes coding as easy as doing a puzzle! Together with its screenless, tangible TagTile programming language, KUBO simplifies abstract concepts in coding and lays the foundations for computational literacy. It also teaches essential 21st-century skills like creativity, collaboration, critical thinking, and communication. Expect hours of fun with your kids as KUBO and its TagTiles make the complex world of programming fun and engaging!
As tactile as a TagTile
The tiles, which snap together like the pieces of a puzzle, allow control of basic movements, time, speed, distance and direction. Students have endless possibilities to develop increasingly complex programmes using basic movements, functions, subroutines and loops.
The TagTiles can be used to build increasingly complex code as students develop their capabilities but are simple enough for beginners to engage with and understand. They’re also flexible enough to teach students a number of different subjects, including music, math, and spelling.
KUBO Coding Solution Features:
EASY TO ADOPT: Without any screens or software, KUBO removes the common barriers that many primary school teachers face when embedding technology skills into the curriculum. The solution is up and running in five minutes, with no previous experience required.
UNIQUE TAGTILE™ SYSTEM: Offers students new ways to learn — it’s as simple as snapping together the pieces of a puzzle.
HIGH CURRICULUM RELEVANCE TO MAXIMIZE LEARNING OUTCOMES: While KUBO introduces the basics of computational thinking by covering sequences, functions, subroutines and loops, its expandable solution covers multiple curriculum subjects, such as language, science and mathematics, in an open-ended, hands-on way.
EASY TO DIFFERENTIATE: KUBO takes students from simple to advanced levels of programming and computational thinking.
KUBO Robot Details
Introducing routes, functions and loops in a few simple steps, the materials help children to develop increasingly advanced programming skills through creative challenges and activities.
Easy to use
Set up takes just minutes, no previous experience is required, and there are no screens or software to worry about with this table-top solution.
KUBO’s programming language is just like a puzzle, which makes it great for hands-on learning. Take your students from simple to advanced levels of programming; covering routes, functions, subroutines and loops.
Beautifully illustrated activity packs
KUBO curriculum is fully illustrated with worksheets to download, assessment tasks and extension ideas. All linked to key coding curriculum targets and other core subjects.
Each TagTile set has 46 TagTiles, giving students endless opportunities to create increasingly complex commands for KUBO to execute.
The illustrated activity maps provide a playful setting for KUBO to navigate. And there is a blank map master to photocopy, for students to create their own stories and challenges
Beautifully illustrated lesson plans
You get free access to The Coding License, a series of illustrated activities introducing routes, functions and loops. Download The Coding License certificate for students to track their progress.
Coding License Overview
KUBO’s Coding License is an online platform that provides an introduction to basic concepts in coding and computational thinking. It consists of four lesson plans and 16 different activities that cover core computing and science targets from the national curriculum.
Once students have completed every section, their license to code can be downloaded and printed!
The Coding License teaching materials are the perfect starting point for introducing coding in a hands-on, screen free way.
Start with coding basics by working through Lesson Plans 1 to 4. You will be introduced to important programming concepts, including functions, subroutines and loops.
Then move on to KUBO Coding+ Lesson Plans, where you will be introduced to additional TagTiles® for more advanced programming, more challenging problems to solve, and fun solutions to create.
The Coding License explained
Our free online resources for students from four to 10 years, include illustrated activities and task cards, to view online or download; a comprehensive teacher’s guide including links to US and UK Computer Science standards, and worksheets.
There are extension activities, project ideas and assessment questions included in every lesson plan.
Q-1 Where can I get training?
As well as the training provided in our video tutorials and printable Quick Start Guide, some of our partners offer additional training and inspiration to help you get the most out of your resources. Contact your provider to find out what’s on offer.
Q-2 How much training is needed before I can use KUBO with my students?
You can literally be up and running within minutes of receiving your KUBO set. Depending on your experience with coding, it takes a newcomer no more than 40 minutes to unpack, set up and go through the Quick Start Guide, which introduces all the basic programming techniques included in the KUBO Coding Pack. Once you have grasped the basics, we recommend that you explore The Coding License, which provides a whole series of lesson plans and activities for you to use in your classroom.
Q-3 Are other curriculum materials available?
We are working with a growing network of educators with the intention to develop and share additional materials at KUBO.education in the near future. We are also extending the assortment of TagTIles® to introduce further commands and will deliver new curriculum along with the new tiles. Remember to check back in every now and then for updates.
Q-4 Can KUBO be used to teach other curriculum subjects?
KUBO activities are designed to introduce principles of coding, which typically feature as part of a Science, Technology, Engineering, and Math (STEM) or Computer Science curriculum. However there is no limit to the curriculum subjects that KUBO can be used for.
The Activity Map in particular lends itself to creative storytelling and writing activities. The Map, with its 10×10 grid, is also ideal for designing math challenges and giving students a diverse range of problems to solve.
Q-5 How much time do The Coding License activities take?
As there is a wide range of activities in The Coding License that are progressively more challenging, the time allocated to each task varies. Activities range from approximately 15 to 50 minutes. Currently, the content provides about 4 x 100 minutes of teaching.
Q-6 Which age group is The Coding License suitable for?
The teaching materials can be used with students of all ages, from four to about 10. They are designed to introduce concepts of coding at beginner levels, however older and more experienced students can move quickly on to more complex programming techniques and challenges.
Q-7 What is the Coding License?
The Coding License is a free resource available at KUBO.education
It is made up of a series of lesson plans and activities, worksheets, teachers’ notes and a certificate that you can print for every student who completes the course. All of the materials have been developed by experienced teachers and have been tried and tested in many classrooms.
Q-8 What are the product safety requirements for KUBO?
Do not disassemble KUBO. Doing so will void any warranties, implied or otherwise. Be careful when handling KUBO. Applying excessive force, or dropping it may cause permanent damage.
To reduce the risk of fire and burns, do not attempt to open, disassemble or service the battery pack. Do not crush, puncture, short external contacts, expose to temperatures above 60°C (140°F), or dispose of in fire or water.
Battery chargers used with the device are to be regularly examined for damage to the cord, plug, enclosure and other parts and, in the event of such damage, must not be used until the damage has been repaired. Battery is 3.7V, 800mAH (3.7*0.800=3W). The max operating current is 700mA.
Q-9 Can I get replacement parts for KUBO?
Your local provider will provide replacement parts for KUBO. Go to Where to buy to find your nearest supplier.
Q-10 How do I clean my KUBO resources?
You can use a damp cloth to clean the TagTilesⓇ and the Activity Map.
Always use a dry cloth to clean KUBO.
The TagTiles are very resilient, including being water resistant. However, we recommend that you keep tiles away from areas of water or sand play in particular. We also recommend that you keep the tiles in the storage boxes supplied.
The Activity Map is made of natural fibers and is very resilient. You can wipe it over with a damp cloth to keep it clean. Store it in the tube or on a flat surface, ideally in a drawer or under a protective cover.
It may also be helpful to tape the maps to the table while students carry out their activities, to stop them from moving around or becoming uneven.
Q-11 Are there other Activity Maps to download or purchase?
As we expand our portfolio we will also provide new Activity Maps. We also plan to share Activity Map designs made by teachers. Remember to revisit KUBO.education every now and again to check for new free resources.
Q-12 What is the blank map for?
The blank map is a template for photocopying, which students and teachers can use to design their own activity maps and challenges. It is made of the same resilient material as the original Activity Map.
Q-13 KUBO will not drive straight, what am I doing wrong?
There are a number of reasons why KUBO may not follow a route accurately:
- KUBO’s wheels are not precisely aligned to either side of the TagTiles® when memorising or following a sequence. Nudge KUBO back on track.
- KUBO’s wheels have become misaligned. Check that the wheels have not been bent or objects lodged between the wheel and the body. The wheels are firmly attached to KUBO’s body, so they will not bend unless they have been mishandled.
- Check that the TagTiles and Activity Map are on a flat and even surface. Any ripples in the map may mean that the tiles are not as flat as they need to be.
- Metal underneath a table surface may interfere with the signal between KUBO and the TagTiles.
- Turn KUBO’s wheels. If you hear a click, the motor may be broken. Return the robot to your provider.
Q-14 KUBO will not execute commands, what’s wrong?
KUBO has a shortcut mechanism that kicks in when commands are incorrect. Check that you have placed the TagTiles® in the right order. Then take off the head and put it back on again to reset KUBO.
If that does not work try charging KUBO for just a few seconds.
Try also cleaning the contact points between the head and the body using a dry cloth.
If KUBO is charged and continues not to respond, return it to your provider.
Q-15 What happens if KUBO is dropped?
KUBO has passed all standard drop tests and is resilient, but applying excessive force or dropping may cause damage
Q-16 What do KUBO’s different coloured lights mean?
Each colour corresponds to a different behavior:
KUBO is powered on and waiting for commands
KUBO has detected an error, or its battery is low
KUBO is executing a command
KUBO is memorising a Function
Q-17 What if a TagTile stops working?
Before considering returning a TagTile to the provider, please make sure you have tested a duplicate tile to determine whether the problem is an incorrect coding sequence, rather than a faulty part.
Q-18 How many TagTiles are included in the sets?
The number of TagTiles® included in the sets is shown on the storage solution so that students can count them back into the box at the end of their lesson. There are 46 tiles in total.
In the KUBO Coding Pack there are:
14 straight, six left and six right Route tiles.
Two red and two blue Function tiles and two red and two blue play Function tiles.
Two Loop and 10 parameter tiles.
Q-19 What do the different TagTiles do?
The KUBO Coding set includes 46 TagTiles® that cover five basic coding principles:
Routes – programming forward, left and right commands
Functions – programming and executing sequences of commands
Subroutines – embedding a Function within another Function for an extended sequence of commands
Recursive Functions – programming a command to be executed continuously
Loops and parameters – programming a repeated action a given number of times within a sequence of commands
For an illustrated guide to the TagTile programming methods see the Quick Start Guide or watch our getting started video tutorials.
Q-20 How do I know when KUBO’s battery is flat?
There are no battery level indicators on KUBO, however the lights in KUBO’s eyes will show red when the battery is low, or will not light up at all if the battery is flat. Red lights also indicate an error in the code.
Q-21 How long will KUBO run when fully charged?
When fully charged KUBO runs for about four hours of continuous use.
Q-22 How long does it take to charge KUBO?
It takes two hours for KUBO to be fully charged. If you have a single pack we recommend that you charge KUBO using a plug connection, rather than plugging the USB into a computer, as the charge will be more effective.
Your KUBO Body pack includes either a single USB cable for a single set, or a charger with 5 USB ports if you have purchased a KUBO Body 4-pack.
Q-23 How are KUBO products developed?
KUBO Robotics has a principle of co-creation with students and teachers. We seek and engage the user in all of our processes, from concept to production. It is key for us to have their perspective, so that we can solve the everyday challenges teachers and students face in embracing technology.
Q-24 What is the company’s approach to learning?
KUBO is based on a unique TagTileⓇ system, that is just like a puzzle. This means that it is entirely screen-free and allows students to learn through hands-on, tactile experiences. KUBO advocates Seymour Papert’s “learning by making” theory of constructionism. This theory is founded on behavioral research that documents the improved impact of learning when children are allowed to work with physical objects, in a playful and experimental way.
Q-25 Who is KUBO Robotics
KUBO Robotics was launched by Daniel Lindegaard and Tommy Otzen, shortly after they graduated from the University of Southern Denmark’s Institute of Technology in 2016. With the KUBO concept in hand, they embarked on a mission to improve the way technology is taught in schools and preschools, driven by a desire to ensure that the basics of computational thinking are taught as early as possible. Since 2016 KUBO Robotics has earned numerous educational, design and start-up awards. The company is expanding globally by working with educational resource providers including in US, UK, Singapore and Nordic countries.
Q-26 Where can I get support for my purchase?
If you have a problem with a KUBO set, please contact the provider who sold it to you. We no longer sell KUBO directly, but work with established educational partners on a number of markets, including the US, UK, Nordic Countries and Singapore. Go to the Where to buy section of our website to find your nearest provider. If you purchased your set directly from KUBO please email: [email protected]
Q-27 What training materials are available?
There are useful getting started video tutorials on our website that introduce all the basic programming techniques included in your KUBO Coding Pack. There are also printable Quick Start Guides to download. These are currently available in Nordic, DE and EN-US languages.
Q-28 Where can I purchase KUBO sets?
KUBO works in partnership with established educational resource providers on a number of markets. Our products are currently available in US, UK, Singapore and Nordic countries. Go to the Where to buy section of our website to find your nearest provider.