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ROBOTONIO ADVANCED LEVEL

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Ages: 12 to 16 years old (Middle School to High School)
Duration of the lesson: 120 minutes, once a week
Number of students per class: eight (8)
Educational/robotic equipment: LEGO MINDSTORMS EV3 (provided by ROBOTONIO)
Electronic equipment: Personal computer (provided by ROBOTONIO)
Use of equipment at home: Personal computer, capable of installing the Virtual Robotics Toolkit (VRT)
Student-to-educational equipment ratio: 1:1

Differentiation of classes:
A. ADVANCED A
  • Middle School
B. ADVANCED B (for students who completed level A)
  • Middle School
  • High School

*Participation in competitions: During the year of participation in level Beginner B, students can participate in the Panhellenic Educational Robotics Competition WRO Hellas, in the REGULAR Junior category (middle school and under specific elementary conditions)
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The program is aimed at children aged 12 to 16 years old (Middle School to Second High School), divided into sections based on age and cognitive level (i.e., if they have already completed previous levels of robotics lessons by ROBOTONIO). The primary educational platform used is EV3 Classroom, an evolution product of the thirty-five-year activity of LEGO EDUCATION in the field of educational robotics, in collaboration with the best universities worldwide (Carnegie Mellon, MIT, etc.). The educational platform EV3 Classroom is used in most educational systems worldwide (USA, Korea, China, Japan, UK, etc.), and it is also used in major national and global educational robotics competitions, such as the Educational Robotics Olympiad (WRO) and the FIRST LEGO League (FLL).
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With the educational platform EV3 Classroom, children develop skills to solve complex problems through teamwork and exploratory learning. The use of a wide variety of sensors and motors, the rich programming environment of LEGO, the microcontroller of EV3, and the abundant educational material based on the curricula of top universities such as MIT, Carnegie Mellon, and Tufts, provide children with limitless opportunities for learning, fun, and creativity.
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Simultaneously, by using additional entertaining and educational tools that align with the STEAM educational approach, such as sets of simple machines and technology, alternative energy source kits, physics experiments, etc., children deeply understand concepts from mathematics and, more broadly, the STEM fields. Most importantly, they don't perceive school subjects that traditionally challenge students as burdens, but rather as a source of interesting and useful knowledge.

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Upon completion of the "Advanced" level, the student will be able to:
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  • Integrate concepts from physics, mechanics, technology, and computer science to develop a system that solves real-world problems.
  • Utilize modern virtual reality environments (VRT) and three-dimensional designs (Studio io).
  • Communicate and express ideas verbally by describing problems, formulating hypotheses, and presenting solutions.
  • Solve a problem using classic problem-solving techniques (analysis, decomposition, breakdown, distribution, reassembly).
  • Construct mechanisms by applying basic principles from the field of mechanics (motion transfer, gear up/down, etc.).
  • Apply theoretical school knowledge to practical applications.
  • Develop algorithms using programming principles of sequential execution of commands, selection, iteration, and encapsulation.
  • Participate in national and international competitions in the field of educational robotics and science, such as:
    • Panhellenic Educational Robotics Competition
    • World Robot Olympiad (WRO)
    • First LEGO League (FLL)

Τοποθεσία

ROBOTONIO ΠΕΙΡΑΙΑ
Λ. ΡΑΛΛΗ 98 & ΒΑΣ. ΓΕΩΡΓΙΟΥ Β' (ΑΓΑΛΜΑ ΜΗΤΕΡΑΣ)
Τ: 2121058869
ROBOTONIO ΚΟΡΥΔΑΛΛΟΥ 
ΓΡ. ΛΑΜΠΡΑΚΗ 203 
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ROBOTONIO ΠΕΡΙΣΤΕΡΙΟΥ
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Τι είναι το STEAM;

Η καινοτομία είναι στενά συνδεδεμένη με την Επιστήμη (Science), την Τεχνολογία (Technology),  την Μηχανική (Engineering) και τα Μαθηματικά (Maths), πεδία στα οποία βασίζεται η εκπαιδευτική προσέγγιση STEM. Η καινοτομία όμως είναι και κάτι άλλο: είναι η πρωτοποριακή ιδέα που θα κάνει τη διαφορά, η δημιουργία που θα προκαλέσει τις ανθρώπινες αισθήσεις δίνοντας λύση σε δισεπίλυτα προβλήματα. Είναι η Tέχνη, που η απουσία της από τον χώρο των επιστημών οδηγεί σε τετριμμένες λύσεις, περιορίζει τη δημιουργικότητα. Στο σημείο αυτό λοιπόν έρχεται η τέχνη, για να συμπληρώσει το παζλ της επιτυχίας: STEM + Art = STEAM

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