PLATFORMS DIGITAL FOR LEARN Y Y TEACH ROBOTICS

SmartTEAM integrates various digital platforms, designed for each stage of education and complementing the programme’s textbooks and kits. It thus makes it easier to introduce pupils to programming and develop computational thinking. It offers a range of learning scenarios that enrich the pupils’ experience and improve teachers’ management of the learning process.

Who Who is it aimed at?

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.

Proprietary app ecosystem

We have a range of platforms designed to make it easier to get started with programming and to develop computational thinking.

Games

A platform for the early years (Books 1 to 4) that introduces programming through mazes, challenges and patterns, within a playful storytelling environment. Pupils learn to solve problems, design algorithms and debug programmes through play.

Animations

Designed for intermediate levels (books 5 to 8), it enables pupils to programme animations using Scratch. Pupils express their creativity by programming objects and characters, developing computational thinking skills whilst continuing the stories from the books.

Robots

Software for programming SmartTEAM robotics kits, with different modes depending on age and ability: icon-based blocks for pre-readers, text-based blocks for early readers, and advanced programming in Arduino C. Each book has its own personalised session, facilitating progressive and tailored learning.

Train

A platform offering five machine learning models (body poses, hand poses, gestures, text classification, sound classification and image classification). Students can upload their own samples, train the model and then export the results to programme the robots.

Classroom

An educational management platform that centralises digital access to teachers’ and pupils’ textbooks, enabling the assignment of tasks, marking, monitoring of progress and the generation of reports. It includes integrated video calls and unified access from any device, simplifying the digital experience for the entire educational community.

OUR PLATFORMS

GAMES

A tool for learning to code through play. In a fun and engaging environment, pupils develop computational thinking by designing algorithms, optimising programmes and debugging.

Animations

A tool for learning how to create animations using Scratch. In a creative and fun environment, pupils express ideas and emotions by programming animations of objects and characters from books.

Robots

A tool for learning to programme robots using blocks and code. Our software offers different programming modes depending on the students’ cognitive stage and level of experience.

Train

A platform for training machine learning models. Students can upload their own data, train the model and export the results for use in robot programming. It includes models for body poses, hand poses, gestures, and the classification of text, sounds and images.

Classroom

A tool enabling institutions to manage their students’ learning. It integrates our programming platforms (Games, Animations, Robots and Train) into a single educational ecosystem, which enhances the student experience and simplifies the teacher’s workload.

FEATURES
HIGHLIGHTS

Each platform enables learners to progress from block-based programming to the development of more complex projects and, depending on their level, to programming in advanced languages. Storytelling and continuity across books, platforms and kits ensure a motivating and coherent learning journey at every stage.

1

Digital access to books and resources for teachers and students.

2

Assigning and marking assignments online.

3

Progress monitoring and automatic reports for personalised follow-up.

4

Alignment with the programme’s content and pedagogical approach.

5

Mobile version and access with a single username and password.

6

Integrated video calls for online lessons and tutorials.

1

Digital access to books and resources for teachers and students.

2

Assigning and marking assignments online.

3

Progress monitoring and automatic reports for personalised follow-up.

4

Each platform is aligned with the content and the pedagogical approach.

5

Mobile version and access with a single username and password.

6

Integrated video calls for online lessons and tutorials.