UN PROJECT DESIGNED BY Y FOR TEACHERS

SmartTEAM supports schools in developing computational thinking, robotics, programming and artificial intelligence. The programme is organised into books by year group, using a project-based learning approach, interactive platforms, robotics kits tailored to each stage, and teacher training throughout the year.

Our value proposition: what we offer and how we deliver it

Innovation and creativity that transform teaching

SmartTEAM Character

SmartTEAM promotes learning experiences through storytelling, integrating technology and robotics to enable students to experiment, create and collaborate in solving real-world challenges. The programme promotes teamwork, uses active and flexible teaching methods, and offers ongoing training for teachers, fostering a dynamic, personalised and motivating educational environment where pupils and teachers can develop their creative potential.

SmartTEAM Character

STEAM methodology and computational thinking

The STEAM approach, with a focus on educational robotics, promotes interdisciplinary and hands-on learning: pupils integrate science, technology, engineering, art and mathematics whilst designing, building and programming solutions to tackle real-world challenges. This approach fosters creativity, logical thinking and collaboration, and encourages students to apply knowledge from different subject areas in meaningful contexts.

Abstraction

Students learn to identify the relevant information in a situation or challenge, distinguishing between what is essential and what is incidental.

Decomposition

The activities encourage pupils to break down a complex problem into smaller, more manageable parts. Through specific challenges, pupils learn to plan their steps and tasks.

Patterns

Pupils learn to recognise patterns and repetitions in actions and behaviour, linking what they have learnt in class to everyday situations.

Algorithm

Pupils construct ordered sequences of instructions to solve a problem or achieve a goal, whilst understanding how automated systems work.

PROPOSALS EDUCATIONAL
BY LEVEL

Kinder
4 and 5

Designed for early years education, using a screenless, programmable robot.

  • SmartTEAM Kindergarten Book 4 and 5
  • Teacher’s Guides
  • Codit: a screen-free robotics kit
  • Physical board and programming tokens
  • Programming app for teachers
  • Structured and progressive sessions
  • Teacher training and support
  • View full proposal

    Year 1, Year 2, Year 3 and Year 4

    It introduces students to the essential concepts of computational thinking.

  • SmartTEAM Books 1, 2, 3 and 4
  • Teacher’s Guides 1, 2, 3 and 4
  • Robot Buty
  • Gaming Platform
  • AI platform
  • Aula Platform
  • View full proposal

    Years 5, 6, 7, 8 and 9

    Expand your knowledge of robotics by using new sensors and actuators.

  • SmartTEAM Books 5, 6, 7, 8 and 9
  • Teacher’s guides for Years 5, 6, 7, 8 and 9
  • Prototyping Kit + Add-on 7–9 (expansion kit)
  • Animations Platform
  • Robots Platform
  • AI proposal
  • Aula Platform
  • View full proposal

    Kinder
    4 and 5

    Designed for early years education, using a screenless, programmable robot.

  • SmartTEAM Kindergarten Book 4 and 5
  • Teacher’s Guides
  • Codit: a screen-free robotics kit
  • Physical board and programming tokens
  • Programming app for teachers
  • Structured and progressive sessions
  • Teacher training and support
  • View full proposal

    Year 1, Year 2, Year 3 and Year 4

    It introduces students to the essential concepts of computational thinking.

  • SmartTEAM Books 1, 2, 3 and 4
  • Teacher’s Guides 1, 2, 3 and 4
  • Robot Buty
  • Gaming Platform
  • AI platform
  • Aula Platform
  • View full proposal

    Years 5, 6, 7, 8 and 9

    Expand your knowledge of robotics by using new sensors and actuators.

  • SmartTEAM Books 5, 6, 7, 8 and 9
  • Teacher’s guides for Years 5, 6, 7, 8 and 9
  • Prototyping Kit + Add-on 7–9 (expansion kit)
  • Animations Platform
  • Robots Platform
  • AI proposal
  • Aula Platform
  • View full proposal

    TARGET AUDIENCES

    Management icon

    EXECUTIVE MANAGEMENT

    Those interested in implementing a comprehensive digital education plan at the school, in line with the school’s educational mission.

    Technology coordinator icon

    DEPARTMENTAL TECHNOLOGY COORDINATOR

    Key figures within the organisation responsible for managing and monitoring the project, organising technological resources and liaising between teaching and management teams.

    Teachers’ icon

    TEACHERS

    Teachers who wish to incorporate robotics and programming into their lessons, without the need for specific prior training, and who are looking to support their pupils in developing a new form of digital literacy.

    ADVANTAGES
    YSELLING POINTS

    Develop key skills for the 21st century

    It fosters creativity, logical thinking, problem-solving and collaborative learning through STEAM projects involving robotics and programming, linked to specific classroom challenges.

    It motivates and makes learning meaningful

    Storytelling and Project-Based Learning provide a clear context for learning: each project is experienced as an adventure, and students get involved by creating, testing and refining solutions.

    Empowers teachers and ensures continuity

    This project has been designed by and for teachers: it includes teacher’s guides, supporting materials, assessment rubrics, ongoing training and support during and after implementation, making it easy for any motivated teacher to bring it into the classroom, even if they are not a specialist.

    SmartTEAM Character

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