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ROBOTONIO INTERMEDIATE LEVEL

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​Ages: Children 8 to 11 years old (3rd to 6th Grade of Primary School)
Lesson Duration: 120 minutes, once a week
Number of Students per Class: Six (6) to eight (8)
​Registration Requirements:
  • Student in 5th to 6th Grade of Primary School (without prior experience) or
  • Student in 4th Grade of Primary School who completed the previous "Beginner A" level or
  • Student in 3rd Grade of Primary School who completed the previous "Beginner" level (A & B)
Home Equipment: Personal computer (with Chrome browser version 63 or later installed) Educational/Robotic Equipment: LEGO Spike Prime (provided by ROBOTONIO)
Electronic Equipment: Tablet or personal computer (provided by ROBOTONIO)
Student-to-Educational Equipment Ratio: 1:1

Segment Differentiation:
​
A. INTERMEDIATE A
  • 3rd and 4th Grade of Primary School
  • 4th and 5th Grade of Primary School
B. INTERMEDIATE B (for students who completed level A)
  • 4th and 5th Grade of Primary School
  • 5th and 6th Grade of Primary School


*Participation in Competitions: During the participation year in the Beginner B level, students can take part in the following competitions: A. INTERMEDIATE A
  • Panhellenic Educational Robotics Competition WRO Hellas - Open Category (3rd - 6th Grade of Primary School)
  • Panhellenic Educational Robotics Competition WRO Hellas - Soccer (3rd - 6th Grade of Primary School) B. INTERMEDIATE B
  • First LEGO League Challenge
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The program is aimed at children aged 8 to 11 years old (3rd to 6th Grade of Primary School), who are divided into groups based on their age and cognitive level (i.e., whether they have already completed previous levels of ROBOTONIO's robotics lessons). The primary educational platform used is LEGO Spike Prime. The new educational tool, LEGO Spike, utilizes the Scratch 3 visual programming environment, developed by MIT labs and adopted by educational institutions worldwide, along with a multitude of upgraded electronic and structural components. These components will elevate the imagination and creativity of children while cultivating valuable digital and programming skills for their future. Imaginative colors and combinations supported by a modern programming environment, which can be utilized by students in their free time, will inspire children to express their creativity in the most productive and enjoyable way. Already, during its first year, Spike has been integrated into one of the world's most popular robotics competitions, FLL, and is expected to be part of the Robotics Olympiad!

Upon completing the "Intermediate" level, the student will be able to:
  • Combine concepts from physics, mechanics, technology, and informatics to develop a system that solves real-world problems.
  • Use one of the world's most popular programming environments for kids, Scratch, while tackling challenges assigned by the educator for home use.
  • Communicate and express ideas verbally by describing problems, formulating hypotheses, and presenting solutions.
  • Analyze a problem and break it down into smaller, more manageable sub-problems.
  • 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, repetition, and encapsulation.
  • Participate in national and international competitions in the field of educational robotics and science, such as First LEGO League (FLL) and the Educational Robotics Olympiad (anticipated model inclusion in categories).

Τοποθεσία

ROBOTONIO ΠΕΙΡΑΙΑ
Λ. ΡΑΛΛΗ 98 & ΒΑΣ. ΓΕΩΡΓΙΟΥ Β' (ΑΓΑΛΜΑ ΜΗΤΕΡΑΣ)
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ROBOTONIO ΚΟΡΥΔΑΛΛΟΥ 
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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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