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Dash and Dot

Dash and Dot in the Curriculum

The most obvious curriculum use for a programmable robot is computing - after all, these little robots are masters at teaching coding. But there is so much more that the Dash robot and Dot robot can help with from maths, design technology, science, art and music.

Here are a few examples from the UK National Curriculum Programmes of Study documents:


  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs - Using the Wonder or Blockly apps
  • Creating and debugging simple programs - Using the Wonder or Blockly apps
  • Logical reasoning - Using any of the apps
  • Sequencing - Using the Wonder, Blockly or Path apps

Use the Challenge Card Set to help you teach all the fundamentals of coding, including sequences, loops, events, conditionals, functions and variables. Each durable laminated card gives the child a different task to complete and the Learn to Code Curriculum Guide helps teachers to understand the solutions to each task.

Learn to Code Curriculum Guide

Design Technology

  • Explore and use mechanisms [for example, levers, sliders, wheels and axles] - especially using LEGO parts to add functionality
  • Apply their understanding of how to strengthen, stiffen and reinforce more complex structures - not just on the robot but by making structures for the robot to interact with (a bridge, parking garage etc.)


There are so many mathematical concepts that can be taught using coding and robotics including estimating, rounding, measuring, adding, subtracting and more. Here are a few examples:

  • Compare, describe and solve practical problems for: lengths and heights [for example, long/short, longer/shorter, tall/short, double/half] - When programming the robot to move, children can describe changes to their programs in terms such as "I need to make it go twice as far" or "I need it to turn half as much"
  • Describe position, direction and movement, including whole, half, quarter and three-quarter turns - vital for programming a robot to navigate around a course
  • Identify, represent and estimate numbers using different representations, including the number line - Estimate distances, speed, angles etc.
  • Estimate the answer to a calculation and use inverse operations to check answers - using variables and addition or subtraction within your programs
  • Understand and draw geometric shapes - using the Sketch Kit


  • Compare how things move on different surfaces - how does Dash drive on smooth, rough, loose surface etc
  • Planning different types of scientific enquiries to answer questions, including recognising and controlling variables where necessary - how does Dash perform at different speeds? What effect does carrying loads of different weights make?
  • Recognise that some mechanisms, including levers, pulleys and gears, allow a smaller force to have a greater effect - the Launcher is a great example of this!

Art and Design

  • To use a range of materials creatively to design and make products - make all kinds of add-ons for the robots from costumes and accessories to areas for the robots to play
  • Create drawings - using the Sketch Kit


  • Improvise and compose music for a range of purposes using the inter-related dimensions of music - By using the Xylo app and Xylophone add on, children can combine music with learning algorithms and patterns