AN EDUCATIONAL METHOD WITH TECHNOLOGY, PROGRAMMING AND ROBOTICS RESOURCES AND PROJECTS FOR YOUR STEAM LESSONS DAY TO DAY. FOR PRE-PRIMARY, PRIMARY AND SECONDARY SCHOOLING.
AN ED-TECH SOLUTION THAT MAKES IT POSSIBLE FOR ANY TEACHER AND SCHOOL TO TEACH CURRICULAR TECHNOLOGY, PROGRAMMING AND ROBOTICS COURSES.
STEAM SCHOOL IN-A-BOX METHODOLOGY
LEARNING BY DISCOVERY. LEARNING BY DOING.
Explore STEAM SCHOOL IN-A-BOX, an educational method with turnkey resources and teaching material that applies the project-based learning, adapted to the age of children and learning-by-discovery. Students learn by doing and work as a group.
The most cutting-edge STEAM education, achievable by teachers and schools.
METHODOLOGICAL SCHEME

A MODERN PEDAGOGY

WE MAKE THE TEACHER’S LIFE EASIER
CLASSROOM MATERIALS TO BE FOLLOWED STEP BY STEP AT LESSONS
CLASSROOM MATERIALS TO BE FOLLOWED STEP BY STEP AT LESSONSTeacher and students have a sequence of cumulative challenges to be followed, step by step, by the minute, at lessons.
You don’t need to know how to program to teach with that material.
THE TEACHER IS A PEDAGOGICAL DYNAMIZER, NOT JUST A TECHNOLOGICAL EXPERT
THE TEACHER IS A PEDAGOGICAL DYNAMIZER, NOT JUST A TECHNOLOGICAL EXPERT
TEACHER’S MANUAL AND ADDITIONAL MATERIAL AS A SUPPORT TOOL
TEACHER’S MANUAL AND ADDITIONAL MATERIAL AS A SUPPORT TOOL
INCLUDING TRAINING AND SUPPORT
INCLUDING TRAINING AND SUPPORT
FUN AND EFFECTIVE FOR THE STUDENT
STUDENTS TESTIMONIALS
In STEAM SCHOOL IN-A-BOX classes, students ask questions, investigate, rehearse and test, make mistakes, explain to their classmates and learn. They are an active part of their learning process. And they also enjoy and have fun.
Sentences that summarize their experience:
«They teach you in a different way».
«We handled all the stuff».
«It´s satisfying when you see that something that you´ve built is working».
Testimonials by Secondary students of the Jaby School after trying a Technology lesson based on the STEAM SCHOOL IN-A-BOX methodology.

AFFORDABLE FOR SCHOOLS AND FAMILIES
FAMILIES PAY FOR AN USEFUL EDUCATIONAL LICENSE AND CUT BACK ON TEXTBOOKS
FAMILIES PAY FOR AN USEFUL EDUCATIONAL LICENSE AND CUT BACK ON TEXTBOOKSChildren access educational method with a license.
The method fills all the whole syllabus and makes the textbook unnecessary in Secondary Education.
MINIMUM INVESTMENT IN EQUIPMENT
MINIMUM INVESTMENT IN EQUIPMENTUse of free software, simulators and hardware that greatly reduce the investment.
KITS AVAILABLES FOR FAMILIES
KITS AVAILABLES FOR FAMILIESThe method includes a kit with electronical components. These materials belong to children, like a drawing pad, a compass or a dictionary.


TECHNOLOGICAL YOUTH PASSPORT
TECHNOLOGICAL KNOWLEDGE OF STUDENTS CERTIFIED BY SEVERAL UNIVERSITIES AND CISCO NETWORKING ACADEMY SPAIN
TECHNOLOGICAL KNOWLEDGE OF STUDENTS CERTIFIED BY SEVERAL UNIVERSITIES AND CISCO NETWORKING ACADEMY SPAINThroughout the course students will take exams online accredited by the Advanced Polytechnic School of the CEU San Pablo University and by the Spanish subsidiary of Cisco Networking Academy.
Developed by:



Qualifications:




A PROJECT FOR EACH EDUCATIONAL STAGE
FROM PRESCHOOL TO UPPER SECONDARY
FROM PRESCHOOL TO UPPER SECONDARYFrom age 4 to 17.

PRESCHOOL / LOWER PRIMARY / CURRICULAR


AGE: 4 TO 7
If we introduce Maths and Literacy to children in pre-primary education, why do not we do it to Programming?
In the same way that a child from Preschool can approach Mathematics and Literacy through games, it is also possible that with four years he will master the basic structures of Programming and knows how to apply them to the creation of applications and to the handling of simple robots. An advantage that will accompany children throughout theirs school and professional life.
PRIMARY / CURRICULAR


AGE: 7 TO 11
Children learn computer Programming and they’re also knowing the principles of Robotics, Electronics and Maths. Technologies used:Arduino & Scratch.
Instead of using purely playful video games children program games through which they learn Maths, both during the programming process and with the subsequent playing.
SECONDARY / CURRICULAR


AGE: 12 TO 17
Includes advanced subjects such as Home Automation, IoT, security / anti-malware / anti-hacking, TCP/IP, communications, web, video games and Apps programming, etc.
It fills the BOE’s and the BOCM’s syllabus.
How many schools comply with the Robotics and Programming official mandatory curriculum? Does your school do it?
Would you allow something like that in the subjects of Maths, Language Literacy or Science?
A SOLUTION MADE BY TEACHERS FOR TEACHERS
WHERE WE ARE?
Reina Victoria Av., 15 Later
(Access by Pablo Iglesias Av., between 24-26)
28003 Madrid
Phone: +34 91 060 11 26 / 667493383
CONTACT US TODAY.
DISCOVER STEAM SCHOOL IN-A-BOX
*If you want to be a distributor, click here.
**For any other question, send us the following form.
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