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Published by: EDUCATION 3.0
They are suitable for kindergarten through high school students to acquire and develop skills and knowledge. Designed as part of the ‘ODILO School 4.0’ program, they are fully integrated into the school curriculum.
Robotics, programming, and computational thinking have the power to become key disciplines for students to explore, create, and face challenges. ODILO believes this facilitates their integration into the classroom through learning situations thanks to the ‘ODILO School 4.0‘ program.
Aligned with the ‘Código Escuela 4.0‘ program of the Ministry of Education, Vocational Training and Sports, all the proposed activities are specifically designed for each educational level, from kindergarten to secondary school, and are adapted to each autonomous community’s needs and technological devices. The application of these learning situations requires, in turn, pedagogical methodologies that promote active participation and collaboration among students. The recommended strategies include collaborative learning and active methods, such as project-based learning, challenge-based learning, discovery and inquiry-based learning, and the inverted classroom.
Kits, programmable boards, etc…
The learning situations developed by ODILO for students from 3 to 5 years of age aim to progressively encourage using the scientific method and computational thinking through observation and manipulating objects. In addition, they use compact robots and perform unplugged activities without interacting with electronic devices, allowing them to analyze and interpret their environment and face challenges more creatively.
At the primary school level, programming, computational thinking, and robotics are integrated into subjects such as environmental knowledge and mathematics. In these subjects, students, in addition to completing unplugged activities, use simulators, programmable boards and delve into programming by blocks representing instructions or commands. Finally, they explore these disciplines through subjects such as Biology, Mathematics, and Technology when they reach secondary school.
The educational resources in ‘ODILO School 4.0’ include activities that allow working with programmable boards, advanced kits, and programming languages, both block and sequential, where instructions are written textually.
In terms of benefits, student engagement and motivation are increased, and an inclusive learning environment is created in addition to developing digital skills.
Customization
ODILO’s program provides centers with continuous accompaniment and personalization, as educational resources are tailored to each individual’s specific needs, facilitating interactive learning experiences that promote active participation and autonomous learning. Integrating personalized data dashboards helps monitor student tracking in real time.