Year 1, Year 2, Year 3 and Year 4
Each SmartTEAM book is designed to introduce girls and boys to programming, robotics and artificial intelligence through progressive projects, games and challenges linked to the classroom.
SmartTEAM book
Books 1, 2, 3 and 4 are designed to take learners through the levels with activities in computational thinking, programming and robotics, providing a clear progression for both teachers and pupils.
- Junior building blocks for those first steps.
- Building blocks for more complex projects.
- A session per book with guided activities.
Robot Buty
Buty is an educational robot that allows users to programme movements, sensors and actions to solve real-world challenges. Students link the logic of the code to hands-on experiences of building and testing.
- Commands, structures and patterns.
- Reading sensor data and controlling the robot.
- Activities for experimentation and debugging.
Gaming Platform
A tool for learning to code through play. Pupils solve mazes, patterns and sequences in a fun environment that complements the content of their textbooks.
- Block-based programming.
- Progressive learning.
- Sessions related to the book.

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Let’s arrange a 45-minute demo to find out about SmartTEAM and see how it can be implemented at your institution.
Book a demoRobots Platform
A platform for programming and controlling SmartTEAM robotics kits. It allows users to work with blocks and commands tailored to each group’s level.
- Working with robots and kits.
- Challenges by age and by project.
- Book-based guided sessions.
AI platform
A platform for learning about artificial intelligence in an active and hands-on way. Teachers and students can create datasets, train models and experiment with AI learning.
- Loading and sorting of samples.
- Training using images, sounds, text and gestures.
- Model testing and programme implementation.
Aula Platform
A platform for managing learning. Aula centralises the experience for both students and teachers, providing organised access to resources, assignments and progress tracking.
- Digital access via username and password.
- Assigning tasks and marking.
- Monitoring progress and reporting.
Teacher’s handbook
Each book in the SmartTEAM series comes with its own teacher’s guide, containing everything needed to plan and deliver the programme, complete with a clear roadmap.
- Structure of the student’s book.
- Development of chapters and answer key.
- Assessment criteria.
- Organisation of time and classroom space.
AN EDUCATIONAL PROPOSAL FOR
EACH YEAR GROUP
In nursery and the early years, they experiment with simple games and kits to learn the basics in a fun way; in the later years, they work on more complex projects, programme robots and tackle real-world challenges by combining technology and creativity.
At each educational level within SmartTEAM, pupils take part in programming, robotics and artificial intelligence activities tailored to their stage of learning.







