ART2BIT - Where Art meets Technology
We are CREATORS of solutions. ART2BIT is a creativity-based project centered around micro:bit, designed to make learning technology, electronics, and STEAM subjects easy and enjoyable. It's a comprehensive project with a ready-to-use platform for classroom implementation, where activities are guided by the Sustainable Development Goals (SDGs 2030).
Teacher
Support and monitoring
Thanks to the creativity provided by the art we improve the incorporation of robotics in the classroom.
We provide continuous support and training to all teachers working in the project. 180 activities, customized itineraries and challenges will give you the continuity that a right robotics educational project demands.
Monitoring and tracking
Educational platform
A guided, clear and simple digital support, where you will find everything you need to promote an ideal learning environment in the classroom. ART2BIT activities have been specially designed to facilitate the learning of educational robotics and digital skills for teachers without previous experience.
We have different evaluation methods to carry out a personalized follow-up of the students. We make assessment a quick and easy daily task for the teacher.
Methodology
Innovation
The learning method (C.R.E.A.) based on the STEAM methodology has been tailor-made to merge the arts and technology .
We transform the learning of robotics, computational thinking and digital skills into an activity that is easy to introduce in the classroom, in a gradual, simple and enjoyable way: no prior knowledge is required for teachers.
A curriculum that connects with students
With the ART2BIT activities, students will achieve significant learning about global issues and will develop skills to solve them efficiently and creatively. The proposed projects and activities are based on cooperative work, fostering creativity, critical thinking, problem solving and student entrepreneurship, while reducing the STEAM gender gap.
Online platform
A simple and intuitive platform: easy to use for both students and teachers.
With a sequenced and guided itinerary of activities and project, audiovisual content, step-by-step activities, evaluations and downloadable materials it is easy to manage classes and monitoring the learning process of the students.
Methodology
With the educational proposal we promote the learning of digital skills and make use of robotics and programming in a transversal way through curricular STEAM contents.
ART2BIT is a project curricularly adapted to all primary/elemantary education and developed according to the C.R.E.A. method, which bases the learning process on plastic arts (learning by creating), encourages creativity and critical thinking.
"Hello this is Bit! I am your guide in ART2BIT, and I will assist you with everything you need to enjoy learning STEAM"
1 Technological kit, 2 different solutions
Starter Kit & DCP
ART2BIT Starter Kit
The Starter Kit contains the technological components that will allow students to arouse interest and learn curricular content by the means of the Arts. The Starter Kit allows access to more than 30 activities in a linear way that implement curricular education in STEAM in the classroom. The students will carry out practical group activities that will allow learning aligned with the curricular content:
- Artistic activities in which technology becomes an expressive and accessible element.
- Fun educational episodes to easily learn about science, robotics and get started in programming.
- SDG activities and projects.
- Digital citizenship activities: digital creation, digital security and digital culture.
- Computational thinking activities to work on block programming.
ART2BIT Digital Center's Program (DCP)
The DCP (Digital Center's Program) allows access to all the contents of the ART2BIT platform, having more than 180 activities to develop in the classroom and with the possibility of adapting and making the itinerary of activities more flexible to the projects and needs of each school and to the interests and needs of the students.
A curriculum with STEAM resources focused on establishing a complete digital strategy for the school. The Starter KIT plus:
- New projects that include the challenges posed by the SDGs of the 2030 Agenda.
- Personalization: Activities chosen together with the center to personalize the itinerary to follow for each cycle.
- 5 times more activities for a comprehensive project for the entire elementary school.
- New structure of activities by phases, easier and more visual.
- Evaluation reports, monitoring graphs, summary and profiles of the students.
- Activities to give continuity to the most advanced students.
- Monthly challenges and activities adapted to the territory.
And much more...
A center's program created to train future digital citizens through a methodology that will involve them in the project in a proactive, conscious and critical way .
See moreExamples of activities
To give you an idea of the different types of activities that we are going to work on, we made a small summary of videos of each type.
See the examplesFrequent questions
Digital skills go beyond knowing how to navigate the internet, and programming is not just entering a code with certain specifications and waiting for it to perform the required actions.
The current context is being determined by increasing globalization, digitization and universal access to information. In this sense, digital knowledge and skills are key competencies that students must acquire in order to make appropriate and responsible use of new technologies, and a critical interpretation of the information that surrounds them.
It is one of the key competencies for the personal development of 21st century students and is already part of the new educational curriculum (*).
Knowing what use we can give to technology in the classroom is not an easy task. Training your students to know where, how and when to use this technology and give it an educational and creative utility is part of the purpose of ART2BIT.
* The activities that we propose have been developed in line with global objectives to make it as easy as possible for your students to acquire new educational skills, placing special attention on basic skills in science and technology and digital citizenship.
No prior knowledge in robotics or programming is necessary to begin with ART2BIT in the classroom. The activity plan provides the training that teachers need as they progress through the project.
Our technological kits, Internet connection, a device (an interactive whiteboard, desktop computer, laptop or Android or iOS tablet) and the necessary artistic material for each project.
We have a personalized attention service active from Monday to Friday during the school day via telephone and email. Specialized professionals will accompany the school and the teachers at all times.