LEARNING WITH ROBOTICS-EN

LEARNING WITH ROBOTICS GRADES

The School of Robotics is an educational space of state management and free offering a pedagogical proposal about science and technology oriented to programming and educational robotics in the context of cultural transformations in the XXI Century. This institution is a pioneer in the country when it comes to implementing an innovative educational model, disruptive and with unique equipment in Latin America.

It is a space designed for development, formation and expansion of technological vocations. It is designed for children from 5 years and youth that will be strengthened as citizens with training in robotics and / or programming. Classes are weekly and are taught by an interdisciplinary team of facilitators. Grades are divided according to the age of students:

TRENDKIDS

Trendkids is a grade intended for children of 5 and 6 years. It is a space designed to favour the development of technological skills, encourage the search of responsible information, promoting digital creativity, it is proposed to work through various challenges and promote experimentation of different problem-solving strategies. It aims to promote readiness techniques and grapho motor skills to develop students’ fine motor skills.

The objectives of the course are fostering playful learning spaces, promote spaces for simple designs, provide spaces for simple programming, encourage the use of basic electronic components, encourage divergent thinking, encourage problem solving, enhance technical readiness, promote awareness of 3D design techniques and promote the construction of simple electronic circuits.

On the other hand, two transverse axes are considered: the game and creativity considering that this term is used synonymously with many other processes such as originality, imagination, divergent thinking. But in turn, this implies the generation of creative ideas that are both original and useful, i.e. they have value. Creative ideas must represent something new and be appropriate and relevant for solving a given problem.

In these space areas, students can learn robotics playing, and thus developing their creativity and imagination.

TECNOKIDS

It is a space for children from 7 to 9 years, which aims to promote the formation of creative abilities in children through activities that allow them to go from theory to practice by building simple robotic prototypes.

This grade is divided into three levels: basic, intermediate and advanced, the respective contents comprise general notions of electronic; mechanics; design; programming and robotics as tools for understanding and transforming constructively the environment; solving problems through computational thinking and critical analysis; recognition of different types of software and interfaces; renewable / non-renewable energy; electrical circuits, uses and care; Electronic components; educational boards; conservation and environmental protection; reuse of recyclable materials; sociocultural skills and cooperative / collaborative work.

Building a robot by children involves various areas of knowledge such as mechanical, electrical, programming and electronics. It also encourages the development of various skills and abilities like fine motor skills; expression and understanding, oral-communication, turns of speech, understanding of rules and assignment-, attention and memory, creativity; collaborative work, solving simple problems in practice and logical reasoning, computational thinking. Moreover children develop perceptual development in terms of sensitivity to form and space, visomotor control, the sense of rhythm and movement; they learn to work collaboratively; and are introduced into issues such as transformation processes of materials.

MAKER-JUNIOR

It is a space for children from 10 to 13 years and is divided into three levels: basic, intermediate and advanced.

Strategies that align with the philosophy of Maker culture in which it is considered that each individual has the tools and opportunities to create their own products, this grade proposes a philosophy with an emphasis on doing, experimenting and engaging actively and effectively with the physical world where “collaborative work and use of shared knowledge are the pillars on which the movement is founded”.

The work proposal of Maker Junior implements content on electronics, programming and robotics, in dynamic spaces conceived as scenarios for communication, motivation where guided learning by facilitators learning seeks to foster in students the gradual acquisition of skills and skills related to autonomous learning. It promotes the creation of projects and the development of manual skills; creativity and invention from the use of recycled materials, and encourages computational thinking and critical thinking. The general objective of this grade is to learn from the testing, practice and experience, applying abstraction, computational thinking and creativity to solving challenges formulated from real, everyday situations. Students who pass the course learn basic concepts and notions of educational robotics through prototyping team and overcoming various group and individual challenges under the methodology of Project-Based Learning and gamification, which aims to:

✓ Encourage computational thinking and critical thinking, allowing achieve particular skills from teamwork.

✓ To promote digital literacy focused on the appropriation and learning skills for integration of digital culture and society of the future.

✓ Apply strategies aimed at building awareness of computational thinking, programming and robotics.

✓ promote opportunities for collaboration among students, facilitators, school and community mediated by emerging practices of communication and culture.

TEEN-MAKERS

Oriented to children from 14 to 16 years and like other grades, it is divided into three levels: basic, intermediate and advanced. In the course of these grades it seeks to encourage in young people the critical thinking through the development of creative and innovative questions, through activities that allow them to experience and awaken curiosity about robotics projects with social community impact, oriented to world work. Collaborative work is promoted, where the division of roles, responsibility, respect for individual opinions and group consensus are the fundamental pillars for coexistence in the process of teaching and learning..

From learning robotics, young people start understanding the interactions between the physical, electronic and the virtual world, by developing projects that involve the use of programming, design and construction of robotic prototypes in a dynamic that helps to strengthen the links in terms of teamwork and peer collaboration promoted by the project learning. Integration and development of proposals combine theoretical knowledge with intensive practical construction and form students gradually for the development, design and implementation of projects inspired by real situations such as

Teen Maker contents are grouped into three main areas: electronics, programming and design, however, schedules are dynamic and themes are subordinated to the needs of each project, and are aimed at students to be able to:

✓ Apply the representation of information for problem solving.

✓ Raise awareness and encourage the development of technological recycling project

✓ Identify agile methodologies for IT development projects.

✓ Know concepts and practices on educational robotics and robotics projects.

TEAM-INN

Team Inn grade is designed for young people from 17 to 19 years, and its general objective is that students are able to develop projects of programming and robotics in an autonomous, critical and responsible manner. The profiles of the students who go through these spaces involve a set of skills that ensure a higher level of specificity and contextualized deepening fields of knowledge: know-how and know how to be, within the professional sector of robotics and technological innovation.

Activities and contents covered in this course are aimed at:

✓ the application of abstraction, logic, algorithms and representation of information for problem solving, formulated from their socio-cultural reality.

✓ Solving problems through computational thinking and critical analysis.

✓ Create opportunities related to the world of work, entrepreneurship, production, science, technology and the arts.

✓ Raise awareness and encourage the development of technological recycling project.

✓ Know concepts and practices on educational robotics and robotics projects.

HIGHMAKERS:

The HighMaker grade is intended for people from 19 years onwards. The completed grade “High Maker” will allow students to approach robotics, programming, automation and technological entrepreneurship from learning spaces conducive to the development of complex skills related to the professional field, associated with the specificity raised.

This proposal appears as the need to foster a wider work environment that corresponds to the entrepreneurial spirit of young people and adults in the province, particularly pointing to its complementarity with the use of information and communication technology hand in hand with robotics. It also aims to extend and enhance the soft skills so necessary today and in the future.

The proposal grade “High Maker” is based on the maker philosophy that gives students the opportunity to be creative rather than just users. Students share collaborative workspaces, where they carry out exploration, design and manufacture of physical products created to solve a problem or meet a specific need. Thus, students become co-authors and co-creators of systems that favour checking their working hypothesis. The ability to build or fix a problem with technology allows students to discover that innovation and technological entrepreneurship are available to everyone, not just to big companies.

Through maker experiences, and conditioned spaces from this philosophy; the School of Robotics exploits the natural curiosity and seeks to create interactive, engaging experiences that integrate science, technology, engineering and mathematics, and help students to develop key skills for integrated digital citizenship. With this type of educational experience is intended that the province can change the current paradigms and contribute to a large segment of the local and regional economy that can integrate technology and creativity to your marketing activities and / or production of goods and services through training of young people. Searching for the best use of resources of the company or organization both in the field of industry and in trade and services.

ACADEMIC OFFER

Changes in the dynamics of traditional education model are embodied in the various grades of the School of Robotics in accordance with the need to address, through learning, new challenges proposed by the current societies, understanding innovation and modernization as imperatives in terms of teaching. Thus, the different grades shown through their methods, a structure where the spirit of a strategy to strengthen the competencies and skills related to the challenges and demands of the information society and knowledge to education in terms of pedagogy form is expressed for full citizenship. The need to give rise to new forms of learning that enable students to solve new problems, taking into account their needs and cultural habits,

– Trend Kids 5 and 6

– Tecno Kids 7 and 8

– Maker Juniors from 9 to 12 years

– Teen Makers from 13 to 15 years

– Team Inn from 16 to 18

– High Maker from 19 onwards

The goal is that students are protagonists of their learning processes, achieve autonomy in the construction of meaningful knowledge so they can have tools in a world constantly changing and thus can contribute to society progress.

Help to create a space designed for development, formation and expansion of technological vocations related to robotics and innovation, promoting digital literacy focused on the appropriation and learning skills for integration of digital culture and society of the future; apply strategies for building knowledge about computational thinking, programming and robotics; it is intended to promote opportunities for collaboration among students, facilitators, school and community, mediated by emerging practices of communication and culture and incorporate new techniques through gamification, augmented reality and video games, generating in students a new way to acquire knowledge through “learning by playing”

The team of the School of Robotics is composed of professionals from different disciplines such as engineers and computer technicians in electronics and electro-mechanics, teachers in initial level, special education teachers and specialists in different areas working together for comprehensive education at all levels, providing innovative proposals in education, working together with the Guacurari Platform and Emotional Education, central axis of the Disruptive Act of Education pointing to a quality education for each of the Misioneros.The methodology used is the project-based learning (PBL), where students take on an active role, which come into play exchange of ideas, creativity and collaboration.