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We are providing you with 11 educational workbooks on computational thinking, programming and robotics, designed to support your work throughout the school year. They encourage learning through play and experimentation, using stories and gamified activities, exercises to develop logical thinking, practical projects and a step-by-step pedagogical approach, available in both printed and digital formats.
Each book offers a different adventure, in which the main characters must overcome challenges by using robotics and programming as tools to create, explore and learn.
The curriculum integrates science, technology, engineering, art and mathematics (STEAM) through projects that encourage pupils to analyse problems from different perspectives and to design creative and meaningful solutions.
The activities are designed to develop skills such as abstraction, breaking down problems, pattern recognition and algorithmic thinking – fundamental pillars of problem-solving in both digital and real-world environments.
Susan, Tati, Eli, Artur and Milo accompany the pupils in each book, guiding them through stories that link technology with everyday life, teamwork and decision-making.
STEAM activities combine science, technology, engineering, art and mathematics in practical and fun projects that complement the curriculum and foster creativity and critical thinking. Using simple materials and with the teacher acting as a guide, they encourage curiosity, independence and key skills for the 21st century.





Would you like to find out what a SmartTEAM book is like? Download a sample and discover how storytelling and technology can transform the way we learn.
For teachers looking for practical, accessible and pedagogically sound tools to introduce robotics and programming into the classroom, without the need for prior technical training.
To educational institutions wishing to integrate technology in a planned manner, with support and pedagogical continuity, thereby strengthening their educational programmes.

Material suitable for all levels, with content that can be tailored to the school year group.
Resources to integrate robotics and programming across the curriculum.
Projects aligned with the challenges of the 21st century and the development of digital skills.

We offer a learning experience in computational thinking and robotics through storytelling that provides a meaningful context for each project. Each book recounts an adventure in which the characters put their knowledge to the test, learn from one another and work as a team to overcome the challenges they face.

Susan is the scientist in the group. She enjoys observing, investigating and understanding how natural phenomena work. She is thoughtful and receptive, pays attention to detail and asks questions that help to explore each challenge in greater depth.

Tati is the team’s tech expert. Enthusiastic, curious and outgoing, she enjoys experimenting with new tools and trying out different solutions. She always maintains a positive attitude, is practical and is keen to help the group turn ideas into concrete actions.

Eli stands out for her intelligence, sensitivity and analytical skills. She is caring, very sharp in her reasoning and brings clarity when the group is struggling to move forward. Her thoughtful approach and empathy make her a cornerstone of the team.

Artur is the artist in the group. He contributes design ideas, pays close attention to detail and strives to ensure that each project has its own identity. He has a distinctive personality and can be a bit grumpy at times, but he always brings creativity and an aesthetic eye to our projects.

Milo is the team’s mathematician. He lives in his own world of numbers, patterns and abstractions. He fits the mould of the absent-minded scientist: whilst he seems to be on another planet, he often finds key solutions to challenges thanks to his logical thinking.


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I began this column by asking Chat GPT a question. I wanted to know
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Robotics in education offers great opportunities to promote the holistic development of