ubbu is an educational platform designed to teach coding to children, aged 6 to 12, through game based lessons. Every lesson is based on one of the UN Sustainable Development Goals. Their mission is with the help of technology to empower children to solve the problems of tomorrow. ubbu helps teachers with the necessary tools to inspire young minds, even if they have no previous knowledge of computer science. it also provides comprehensive training, enabling teachers to teach coding and guide students on their journey.
Get to know ubbu
The ubbu project “Learn to Code” aims to respond to the social problems of digital exclusion, failure and school dropout and youth unemployment, through the training teachers and teaching Computer Science and 4 programming in public schools of the 1st and 2nd grade of basic education in the region.
The project then focuses on new learning methods, through training teachers and making content available for teaching programming, attacking the causes of disinterest in school and school failure. It also promotes digital literacy so students develop essential skills for the job market, such as logical reasoning and problem-solving skills.
The feedback from teachers has been overwhelmingly positive. They have witnessed remarkable growth in their students’ knowledge and enthusiasm for learning. Students actively engage with the platform, embracing coding challenges with eagerness and determination.
More than just academics
Through our platform, children become creators, developing problem-solving abilities and unleashing their creative potential. Aligned with the SDGs, ubbu cultivates a sense of global responsibility and empowers children to make a positive impact on the world.
In addition to concepts directly related to programming, classes include themes from the STEAM areas (Science, Technology, Engineering, Arts and Mathematics)
Students associated with the ubbu project will be better prepared for the future. Although professionally they may not embark on careers in the areas of programming or STEAM, the basics of programming as well as the skills they develop in these classes will help them to understand and be more comfortable with dealing with the technological advances that we are going to continue to watch in this century.
Who are the beneficiaries of the initiative?
The beneficiaries are students from public schools in the 1st & 2nd cycles of basic education in Portugal, their families and their teachers; 50% of student users are girls. The implementation plan contemplates the following main phases:
- Development and availability of the platform and content related to the teaching of programming and promotion of digital literacy
- Project launch and enrollment of schools & teachers in the project
- Teacher training
- Dissemination of the project & result
Why is this a good practice?
The initiative has been successfully launched in 20+ countries, counting 600+ schools and 100000+ users. With the changes to our platform, since the project was started, it was turned into a more scalable and replicable solution. Replicability by partnering with different companies/associations/governments to test different models of monetisation as well as making the product accessible to privates through a subscription. This makes the project more sustainable through this funding.
In today’s ever-changing world, it is essential to prepare children for a future where technology will play a crucial role. ubbu goes beyond teaching coding skills; they aim to transform children’s relationship with technology. By shifting their role from mere users to creators, ubbu empowers them to shape a better future. Through coding, children develop critical thinking and problem-solving skills while unleashing their creativity and imagination.
ubbu has build an innovative solution based on 4 key principles:
- Tech for Good. Every game-based lesson has one of the SDG’s behind it. As of today users have interacted with 30M+ of these activities.
- ubbu combine the platform with our curriculum. Unlike other platforms, ubbu teaches how to use the platform in the same place.
- Autonomy. No one needs previous experience to teach or use the platform.
- Double login. 2 kids can login in the same device, improving cooperation.