The “A” of STEAM
For us art is a very important pillar in the personal and emotional development of students. By the means of art we feel, understand, experience and act on the world around us in a critical and reflective way.
In the activities, the A of STEAM is the key in the process of facing problems by the use of creativity and innovation, as well as an element of expression of our thoughts, ideas or reflections.
Continuous project for the entire primary school
More than 180 activities by levels for children from 6 to 12 years old that will allow the teacher to organize the entire school year working with STEAM, digital skills and educational robotics in an integral way. For this, different itineraries of activities have been developed for each level, based on the competency curriculum and with different evaluation methods, to facilitate the teaching task as much as possible.
The main objective of the project is that students, at the end of the primary education stage, have acquired sufficient digital knowledge and skills that allow them to have autonomy in the digital world and allow them to create their own programs and projects critically and creatively using a visual block programming language.
Creative solutions through art and technology
ART2BIT teaches students to find creative solutions to global problems in a context of cooperation and problem solving with a focus on STEAM.
We know that curricular contents are learned better when there is motivation and they are constructed experimentally. The arts play a fundamental role in our activities, awakening curiosity and creativity, while the use of technology becomes essential learning for students of the 21st century.
ART2BIT is based on artistic experimentation as a means to bring digital skills and computational thinking closer to students, becoming areas of knowledge that are easy to understand and lead for teaching staff.
"What we have to learn, we learn by creating"
With the C.R.E.A. method, students are at the center of learning. During the process, they become scientists, engineers, creators and artists to solve problems collaboratively.
This is based on four phases: Connecting learning situations through the SDGs (Sustainable Development Goals). Track information and find possible solutions to be able to create collaboratively through Experimentation. Finally, Analyze and share the process and result of creation.
Work in the classroom
The learning method favors teamwork, maximizing peer learning and group autonomy, in a context of cooperation and favorable to entrepreneurship .
The figure of the teacher in ART2BIT activities is that of a mentor, a guide throughout the educational process.
Active, entertaining and motivating
Motivation is the key to acquiring knowledge in a significant way, for this reason the itineraries proposed by ART2BIT are of interest to students and deal with issues of global importance, with interesting information adapted to their age and with unknowns and problems to which they must respond.
Key points for the teacher
- Science, computational thinking and programming educational episodes.
- Learning itineraries sequenced and adapted by levels.
- New artistic products: New conductive tempera and paste.
- Step by step activities with downloadable templates, resolved programming activities, etc.
- Explanatory videos about the platform, the method, classroom management and activities. More than 1500 videos in 3 different languages.
- 4 evaluation methods and reports with indicators for all students to have a direct evaluation system.
- An extension board to facilitate connections and learn by creating.
- The activity plan provides the training that teachers need as they progress through the project. Without the need of previous knowledge in robotics or programming to apply ART2BIT in the classroom.
- Be part of the ART2BIT teaching community from which you will access webinars, training and complementary resources.
The SDG projects and activities are designed to be carried out in groups of 3 to 4 participants, although it is possible to vary the number of participants or even carry out an activity individually. You will be able to create groups manually, automatically and even recover previous activity groups with a single click.
From ART2BIT we pre-adapt your itinerary to the needs of your school center. With the assigned itinerary, the operation is simple: your students will complete a sequence of activities that will unlock new ones, adapted to their level of learning. It is not necessary to complete all the activities to move on to the next phase of the itinerary, but if you do, your students will have a greater number of experiences and resources to use in their future challenges.
No training in robotics or programming is necessary to apply ART2BIT in the classroom. The activity plan provides the training that teachers need as they progress through the project. We only recommend that before starting the project watching the preparation video for using the platform in your classroom.
Within each of the activities of the teaching environment you will find everything you need to prepare each session in a simple and clear way: step-by-step instructions for the activity, the experimentation phase and its evaluation, together with the necessary physical material (artistic, recycling, etc) and explanatory videos. You will also be able to preview the step by step of the student activity (CREATE), a useful support to prepare direct action in the classroom. To learn more about this, see the Platform section.
The ART2BIT platform is dynamic and active, it will continue expanding to offer new learning opportunities, adapting to current educational contexts and always aligned with the current educational curriculum.
In case of pedagogical doubts or help, we have a personalized attention service active from Monday to Friday during the school day, via form, telephone and email. Specialized professionals will accompany you at all times. In addition, you will have unlimited access to webinars, FAQ videos and complementary training materials.