Frecuently asqued questions about robotics, electronics, progamming and 3D modelling:

We count on a wide range of robots for ages between 5 and 18. Each robot has certain characteristics that differenciate itself from the others. Some are more complex than others but with all of them, certain common habilities as creativity, problem solving capacity and structured reasoning are worked.

The metodology we apply reinforces direct aspects of the educative curriculum, reason why the knowledge acquired in the classroom are reinforced through the activities set out by us.

No way! Through the metodology applied, children get the first knowledge in a gradual way, interacting from the first momento with the robot and this way making the learning process in something interesting and funny for them.

Assembling the robots is only one of the steps to follow in order to do activities. Apart from assembling it, then it is necessary to program it and for that, both the components it is made of and the purpose we wanto to give to it will need to be taken into account.

In case of using Lego robots, they can carry out their own creations using the pieces of lego they want to. For more advanced robots there are unlimited possibilities, from making robots or including new sensors, to designing new components with 3D printers.

No way! Involving the students directly in the interaction with robots from their assembling to their programming, makes them internalize the concepts better through direct experimentation. When they see directly the way the actions they program behave, they constantly analyze the results and experience on the basis of these results.
At the beginning, groups are divided depending on their level for a similar participation and to boost the expressing of opinions and points of view to get agreements for the solving of activities. Subconsequently, the idea is developed and the project is evaluated all together.
Through the realization of the marked projects the obtain the necessary knowledge to face the challenges the monitor presents, taking into account the students´ level. Thanks to the versatility of the robots, they can be complemented with new assemblings designed by the students themselves.
Programming is the process of designing, codifying, debugging and maintaining the source code of computer programmes which show a desired behaviour.
They can be directly applied in daily life as not only the knowledge applicable in the classroom will be reinforced, but it also helps them in their day to day life, thinking in a structured way as they learn to do through programming, and taking into account a more active listening as they work in group activities in which they expose their explanation to their partners and they base on previous experiences or someone else´s ideas to depurate or improve them.
The concepts are not only presented to the students but they -the students- also experience first hand with the concepts they will work with and this way the knowledge is directly acquired through experimentation, making the concepts to be better internalized.