Educational Robotics is an interdisciplinary learning environment based on the use of robots and electronic components as the common thread to enhance the development of skills and competencies in children and teenagers. It works specially on the STEAM disciplines, although it can also include other areas such as linguistics, geography and history.

What is STEAM education?

The Ebotics educational robotics kits are designed to be used in STEAM education.

STEAM stands for Science, Technology, Engineering, Arts and Mathematics. STEAM education relates these 5 subjects, giving as a result a multidisciplinary learning process, through the development of real projects based in real life situations.

This way, STEAM education encourages children and teenagers to learn these subjects through practice, working and learning through experimentation. The projects are carried out by them, making them the protagonists of their own learning experience.

What is the Project Based Learning?

Ebotics kits can be used to enhance the Project Based Learning (PBL).

According to this learning approach, educational centers work through the elaboration of authentic projects that respond to real life problems, so that children and teenagers incorporate different interdisciplinar curricular concepts. Introducing programming and robotics into the classroom allows to reinforce this learning approach.

PBL gives children and teenagers a 100% active role. They develop their sense of autonomy and responsibility, since they are in charge of planning and structuring their work to solve the problem presented. The teacher’s role is to guide them and support them along the process.

10 reasons to teach educational robotics

The implementation of educational robotics fosters the following social skills in children and teenagers:

  1. Team work: along the process of working in groups kids understand that the results they want to achieve are much more viable if they work together.
  2. Discipline and compromise: they understand and assimilate the importance of committing to the project they are working on, to be patient and persistent.
  3. Experimentation. Trial and error: the results of their work become evident very quickly, and they can check by themselves if they are right or wrong. By experimenting, they discover that making mistakes is part of the learning process.
  4. Enhance self-esteem: while they learn that failure is necessary in every learning process, they develop their capacity for resilience and overcome the fear to make mistakes.
  5. DIY empowering: they gain autonomy by creating their own robots and solving different problems by themselves, while they learn and have fun.

On the other hand, it encourages the following scientific and technological competencies:

  1. Programming language: they learn their first notions of programming and understand that it must have an order, structure and method.
  2. Computational thinking: by designing and creating robots they learn how to abstract concepts, divide a big problem into small parts and to propose solutions that can be represented as a sequence of instructions and algorithms.
  3. Scientific attitudes: they learn and put into practice attitudes such as curiosity, amazement, analysis and investigation. They learn to search, obtain and handle information.
  4. Interest in the technology culture: they make a first approach to the technology culture, by accessing informatics, internet and multimedia content.
  5. Creativity and innovation: they can verify there isn’t a unique valid solution. This allows them to explode all their creativity, learning from their classmates, and to look for innovative solutions beyond the first possible solution.