Years 5, 6, 7, 8 and 9

A collection of books based on a Project-Based Learning (PBL) approach, designed to explore programming, robotics, animation and computational thinking in greater depth, whilst integrating artificial intelligence throughout the course. Students create projects that involve training machine learning (ML) models and gradually progress from using programming blocks to writing code.

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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.

  • Storytelling with characters.
  • STEAM-based activities.
  • Progressive levels of learning.

Prototyping Kit

A set of electronic components and assembly parts enabling students to design, build and programme prototypes that solve real-life problems. Featuring a snap-fit system that speeds up assembly and a Bluetooth-enabled control board, the kit allows students to experiment with sensors, actuators and different forms of interaction, complementing the curriculum for Years 5 to 9.

  • Interlocking system and assembly components for rapid prototyping.
  • Various sensors and actuators (light, ultrasound, humidity, servos, motors, LEDs, display).
  • Compatible with SmartTEAM Books 5 to 9.
  • Expansion of components for Books 7 to 9.

Animations Platform

A Scratch-based block-based programming environment, featuring pre-designed SmartTEAM projects so pupils can start creating from day one. Pupils can modify stories, animations and games, learn through guided examples and progress towards creating their own projects, whilst developing computational thinking and creativity.

  • Block-based programming interface.
  • Pre-designed SmartTEAM projects, ready to open, explore and edit.
  • A step-by-step journey, from remixing and improving existing projects to creating your own animations.

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Robots Platform

A tool for learning block-based programming and bringing the SmartTEAM kits to life. The software offers different programming modes depending on the user’s age and the level of complexity of the project.

  • Blocks (Books 5 to 8).
  • Blocks + Code (Book 9).
  • One session per book, with layouts and blocks tailored to each project.

AI platform

A machine learning platform offering six training models. Students will be able to upload their own data samples, train the model and then export it to the programming platform to use it in their own projects.

  • Six training models for different projects.
  • Loading, labelling and managing samples to build the dataset.
  • Exporting and integrating the model into the programming platform.

Aula Platform

A platform for managing learning. Aula is a unique educational ecosystem that enhances the experience for both students and teachers.

  • Digital access to the books via username and password.
  • Assigning tasks and marking.
  • Monitoring progress and reporting.

Teacher’s handbook

A machine learning platform offering six training models. Students will be able to upload their own data samples, train the model and then export it to the programming platform to use it in their own projects.

  • Six training models for different projects.
  • Loading, labelling and managing samples to build the dataset.
  • Exporting and integrating the model into the programming platform.

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.