CoderZ’s New Cyber Robotics 102 Curriculum Uses the Appeal of Robotics and Gaming to Engage Students in Coding and STEM

Tuesday, January 21, 2020 - 7:56 am

DERRY, N.H. – Jan. 21, 2020CoderZ is ringing in 2020 with a new cyber-robotics curriculum for students in grades five through eight. The Cyber Robotics 102 curriculum is a sequel to CoderZ’s Cyber Robotics 101 and uses advanced gaming simulations to teach STEM through robotics and computer science. The comprehensive course offers 15-20 hours of curriculum and practice with all the tools and knowledge base needed to support educators in providing engaging, game-based learning experiences.

Cyber Robotics 102 has students work in an online virtual environment that features a new robot called Ruby and that accurately mimics real-life physics and a physical setting. Students advance through game levels as they learn engineering, mechanics, physics, navigation, control and sensors. At the same time, those students are introduced to programming components like commands, variables, conditional logic, loops, functions and more.

“Our unique virtual environment’s authentic replication of the laws of physics helps students understand concepts such as power, the forces that work on Ruby the robot and how those forces influence Ruby’s movement,” said Ido Yerushalmi, CEO of CoderZ. “The curriculum’s gamified missions are designed to deeply engage students so that they not only acquire a deep understanding of these concepts, but they also successfully learn how to use code to program Ruby’s actions in a dynamic environment.”

The online, gamified, turn-key curriculum comes with teacher support materials such as class presentations, teacher guides, optional mission solutions, webinars and rich-content blogs. Additionally, teachers can have students work on the course from any computer, even from home, so learning can occur even when time and resources are limited.

For more information on the Cyber Robotics 102 curriculum, visit

About CoderZ

CoderZ is an innovative and engaging online learning environment. Developed for students in grades 5 and above, the gamified STEM solution allows student to work at their own pace, easily programing real and virtual robots from anywhere in the world. The platform enables students to acquire computational thinking, problem solving and creativity skills, together with coding and STEM learning, all via a flexible and scalable virtual solution. For more information go to

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