With the robotics and programming project that the CEIP Sanchis Guarner has underway, the aim is to promote, in the students of the upper cycle (5th and 6th of Primary), new learning paths that go beyond the concepts and benefits programming, assembly and commissioning of machines. Furthermore, children of this generation are digital natives, that is, they are totally familiar with the use and handling of technological tools and devices, therefore, any age is good to start learning the basic aspects of robotics, technology and block programming (SCRATCH online platform).
These interdisciplinary or multidisciplinary projects carried out by the tutors of 5th and 6th Primary, also known as STEAM or CTEM (Science, Technology, Engineering and Mathematics), allow us to work on the contents of the different subjects of the curriculum of a globalized and innovative way, enhancing the motivation to learn and the inclusion of students. This teaching-learning process has a positive impact on the students' key competencies, favoring and enhancing them.
ROBOTICS MEETING ORGANIZED BY THE CENTER:
AWARDS:
With these projects, the Sanchis Guarner School of Ondara has won several prestigious awards from recognized institutions at the national level.
OTHER PARTICIPATIONS AND PROJECTS:
We also participate in the projects of the collaborating company with the Consellería elCaleidoscopio and the MICE (International Educational Film Exhibition):
- Proyecto Tú Obra (elCaleidoscopio, with a subsidy from the Ondara City Council), with which we learned to program a robot with the EZ-builder application, becoming semi-finalists.
- STOP MOTION Workshop (MICE), with which we learn to animate objects and characters, by taking multiple photographs.
PROGRAMMING WITH SCRATCH - EDUCATIONAL AND DIDACTIC VIDEO GAMES.
Video game developed by 5th grade students dedicated to Sandra Roger during her visit to our center as #Girls4STEM, #STEMExperts, with the aim of promoting in students the need to break the stereotypes that keep girls away from STEM disciplines and the digital gender gap, giving as an example one of the best Teleco engineers in the Valencian Community. (2023)
1r Premio Proyecto Girls4STEM, edición 2023. ETSE - Universidad de Valencia.
SUPER ECO GIRL 3R - ONDARA GAMEPLAY:
In this application in the form of a video game you have to help Super Eco Girl take care of the environment by classifying waste. If you do it correctly you will add points that will allow you to advance to the next level. By accumulating all the points you will reach level 3. In this project you will be able to consult the different recycling points in Ondara and we will learn how to recycle correctly in the different containers.
Enjoy the backgrounds with representative images of the most emblematic places of our city.
Enter Ondara and learn to recycle with the help of Super Eco Girl!
1r Prize Competición UP! STEM. 2030 Mission, IV edición (2023)
AROUND THE WORLD IN 80 CLICKS:
Video game developed by the 5th grade students of the CEIP Sanchis Guarner in Ondara, as an interdisciplinary project of digital transformation in the robotics initiation and programming sessions and in the Pedagogical Literary Gatherings sessions with the reading of the classic book "The Return to the World in 80 days" and the study sessions of the area of knowledge of the Environment.
Do you accept the challenge of helping our partner go around the world in 80 days?
Get ready to start the adventure!
Project summary video:
KATALIN KARIKÓ:
This project has been developed by 5th grade students from CEIP Sanchis Guarner in Ondara, with the aim of promoting among students the need to break the stereotypes that keep girls away from STEM disciplines, using as an example: one of the best scientists.
Katalin Karicó is considered the mother of the Covid-19 virus vaccine. Can you help him hunt for viruses?
Press play, take the syringe, and start destroying the viruses by clicking on them. You have one minute, will you be able to beat your record?
LOS BENEFICIOS DE LA ROBÓTICA Y LA PROGRAMACIÓN
Logical Thinking
It promotes the acquisition of scientific knowledge and logical thinking, thanks to the resolution of mathematical problems and challenges in a fun way.
English
It promotes knowledge of English in a fun way and from a technical perspective, since everything related to robotics and programming is in this language.
Programming
Learning to program is closely related to basic knowledge in the professional profiles of the immediate future.
Fun
It is very fun and this is essential to promote learning in boys and girls.
Concentration
It promotes attention to details and influences better school performance.
Creativity
Develops creativity and boosts the natural curiosity of boys and girls for the design, operation and skills of the robot.
Socialization
It increases the interaction of the shyest children in work groups and helps them socialize, both with their work group and with other children in competitions.
Self-esteem
Improves self-esteem and autonomy thanks to problem solving and facing challenges that stimulate logical thinking.
Teamwork
It encourages teamwork because the protagonist is not the child, but the result of group work, that is, the educational robot that they manage to make work.