This book explores the application of Sphero within the classroom for creative activities. The book explores how Sphero can be used to create artwork within art and photography, providing simple activities to engage learners. This progresses on to the block coding element of Sphero which explore coding shapes and artwork by artists such as Picasso. There is also a section that supports users with art theory and how this can be applied to the creation of coded outcomes. This book can be used at any key stage as an introduction to coding or STEAM activities.