The transition from classic toys to digital learning tools often happens gradually. Only at second glance does it become clear that these toys offer not only new functions, but also new educational approaches. The Cue robot is a prime example of this development. It builds on familiar concepts, but deliberately takes them further and is aimed at an age group that has long been caught between two worlds in the toy market.
Many children are already familiar with Dash from previous years. The little robot has made it easier to get started with programming without creating technical hurdles. Cue picks up on precisely these experiences, but places them in a larger context. It is aimed at older children who want to understand more than just simple processes and who are ready to grapple with more complex contexts.
Cue is being introduced as Dash's big brother, and this description is more than just a marketing image. While Dash focuses primarily on playful approaches, Cue opens the door to a deeper understanding. Children who have already gained initial experience with block programming can take the next step here. The key difference lies in the level of ambition. Cue helps children make the transition from graphical block programming to real programming code. This step is central to digital education, but is often perceived as too abstract or too difficult. Cue attempts to keep this threshold low.
Wonder Workshop's aim with Cue is not purely technical. It is not about training programmers as early as possible or committing children to a particular profession. Instead, the focus is on understanding digital contexts. Children should understand how software works, how commands, dependencies and reactions interact, and the logic behind it. The robot is designed to start very simply. Initial successes come quickly: changing colours, triggering simple movements, observing small reactions. At the same time, the system grows with the children's abilities. Sensors, reactions and more complex dependencies can be integrated step by step without overwhelming beginners.
A central element of Cue is the ability to switch between different forms of programming. The graphical interface allows commands to be assembled using drag and drop. Each menu area offers its own functions that can be combined logically. This creates code that remains visually understandable. A second level opens up for advanced users. Switching to real Java code reveals what lies behind the graphical elements. Children can see directly how a block command is represented in the programme code. This direct comparison creates an understanding of structures, syntax and logic without focusing on abstract theory.
Cue is aimed at children aged around eleven and above. At this age, many are able to recognise connections, abstract rules and develop their own solutions. The robot provides a suitable environment for this. It challenges without overwhelming and leaves room for experimentation. It is particularly relevant that Cue does not only target technical skills. Emotional intelligence also plays a role. The robot reacts to its environment, displays behaviour, generates sounds and can even recognise music and react to it. These elements create a connection between technology and experience.
In addition to programming, Cue can also be controlled directly. A joystick mode allows the robot to be moved without programme code. This function is not for convenience, but for understanding. Children can immediately see how sensors work, how obstacles are detected and how the robot reacts to them. This direct feedback is an important learning factor. Instead of abstract explanations, children experience cause and effect in real time. The robot drives, stops, reacts, dances or plays music. All of this makes digital logic tangible.
The discussion about digitalisation in the nursery is not new. Cue has taken a clear position in this debate. Not every digital application is useful, and not every toy benefits from technology. The approach is to use digitalisation in a targeted manner, where it offers real added value. Instead of passive use of tablets or ready-made content, the focus is on active creation. Children do not become consumers of digital content, but creators. They experience that technology is changeable and that they themselves can influence it.
Cue is not intended to be a toy for a short period of time. It is designed to be a companion that remains relevant over a longer period of time. As their understanding grows, children can develop more complex programmes, try out new functions and implement their own ideas. Wonder Workshop is thus pursuing a long-term goal. Children should grow up to be responsible users of a digital environment. They should understand what is behind software instead of just using it. Cue offers a practical approach that combines technology, play and education. The end result is not a finished product, but a process. This is precisely where the strength of this concept lies. The robot is not an end in itself, but a tool that arouses curiosity, asks questions and stimulates thinking. At a time when digital systems are increasingly shaping everyday life, this is an approach that goes far beyond the toy market.