Cubetto is a screen-free programming toy designed for young children (ages 3-6) to learn about coding and computational thinking. The toy consists of a wooden robot, a board, and a set of blocks that represent different programming instructions. Children can place the blocks on the board to create a sequence of instructions for the robot to follow, teaching them the basics of programming and problem-solving.

Cubetto is useful for teaching children about programming because it provides a hands-on, tangible way to learn about programming concepts without the need for screens or electronic devices. It promotes creativity and imagination, while also developing logical reasoning and critical thinking skills.

In a public library setting, Cubetto can be used in a variety of ways to engage children in hands-on learning experiences related to programming and computational thinking. Here are a few possible ways that Cubetto could be used in a library:

  1. Workshops and Classes: The library can offer workshops or classes on how to use Cubetto, which can be open to all ages or targeted to specific age groups, such as preschoolers or early elementary school children. These workshops can cover topics such as programming, logic, and creative problem-solving.
  2. Drop-in Activities: The library can offer drop-in activities where children can explore and play with Cubetto at their own pace. This can be a fun and engaging way to promote learning and creativity, while also providing a safe and welcoming space for children to spend time at the library.
  3. Group Activities: The library can host group activities where children work together to program and control Cubetto. This can be a fun and engaging way to teach teamwork and collaboration, as well as programming and problem-solving skills.
  4. Showcases and Exhibitions: Finally, the library can host showcases or exhibitions where participants can display their work or projects created using Cubetto. This can be a great way to inspire others and generate interest in the learning opportunities offered by Cubetto.

Overall, Cubetto is a great tool for engaging library patrons in hands-on, creative learning experiences that promote programming and computational thinking skills and encourage imagination and exploration. The library can work with educators or specialists to develop programming or curriculum around Cubetto, and can tailor the activities to meet the needs and interests of the library's patrons.

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