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New release

Progressive skill-based training tracks instead of traditional annual curricula

Education is no longer measured by the number of lessons or grades, but by the student's ability to apply, innovate and build solutions. So Viedma offers a new model in which knowledge builds cumulatively across age stages.

ThinkingHands-on practiceProjectsTechnology
14separate levels←3main stages
Students building drones and electronics
Viedma STEAM Foundation Stage book
Stage One

Elementary

Foundation Stage
  • Grades3rd + 4th + 5th
  • ContentOne unified book covering 3 years
  • GoalBuilding the student's mental and technical foundation

What does the student learn?

  • Basic logical thinking
  • Visual programming basics (Scratch / Blockly)
  • Simplified STEM concepts
  • Building simple projects (robots – models)
  • Teamwork skills

Training style

Learning through playHands-on experimentsShort, fun projects

“We turn children's curiosity into real skills from an early age”

Viedma STEAM Development Stage book
Stage Two

Middle School

Development Stage
  • Grades6th + 7th + 8th
  • ContentOne integrated book covering 3 years
  • GoalDeveloping analysis and hands-on application skills

What does the student learn?

  • Intermediate coding (advanced Scratch / simple Python)
  • Basic electronics (Arduino)
  • Systems design
  • Engineering thinking
  • Solving real-world problems

Training style

Intermediate projectsPractical challengesWorking in teams

“We move students from learning to understanding, and from understanding to application”

Viedma STEAM Mastery Stage book
Stage Three

High School

Mastery Stage
  • Grades9th + 10th + 11th
  • ContentOne professional book covering 3 years
  • GoalPreparing students for the future job market and technical majors

What does the student learn?

  • Advanced coding (Python / AI Basics)
  • Advanced robotics
  • Data analysis
  • Designing real projects
  • Tech entrepreneurship

Training style

Long-term projectsReal-world modelsCompetitions and challenges

“We make innovators... not just students”

The Viedma Model

A skills-based training program built on

Project-based learningEvery unit = a real project
Training instead of rote learningThe student “trains”, not just “receives”
Flexible tracksStudents progress at their own level
Continuous assessmentOf performance, projects and thinking
Technology integrationInteractive platforms, simulations and real coding tools

Value for everyone

For schoolsA clear, easy-to-apply program, less administrative burden, tangible results for students.
For parentsA clear view of their child's path, real progress seen through projects, real future skills.
For studentsFun learning, hands-on practice, building real achievements.

“We don't offer a curriculum... we design a training journey that builds the student's mind step by step.”

The STEP Training Program for the Viedma Curriculum

A program to prepare and qualify teachers and students for project-based STEAM teaching

STEAM Teaching And Students Excellence Program. Every session is a design and innovation station where trainees solve a real challenge and leave with a tangible product. Innovate • Design • Inspire

28training days, 4 days a week
168hours: 96 theory + 72 practical
6hours a day across 3 levels
OnlineLive interactive training
Arabic + EnglishTraining language

Target audience

  • STEAM teachers in schools (science, math, computing)
  • Robotics and coding teachers and educational engineers

Program outcomes

  • Designing professional, integrated STEAM units
  • Running STEAM-based lessons effectively
  • Using academic scientific language in a STEAM environment
  • Applying engineering design and scientific inquiry
  • Using interactive digital tools in design and assessment
  • Building a professional digital portfolio

The golden structure: 7 major phases

  1. 01
    Building mindset and identityIdentity & Mindset
    Days 1–3
  2. 02
    Teaching with digital technologiesAI-Powered Education
    Days 4–7
  3. 03
    Interactive digital learningInteractive Digital Teaching
    Days 8–11
  4. 04
    Engineering designEngineering Design
    Days 12–15
  5. 05
    Academic language for STEAMAcademic English for STEAM
    Days 16–18
  6. 06
    Leading educational innovationInnovation Leadership
    Days 19–22
  7. 07
    Final challenge projectCapstone Challenge
    Days 23–28

The training day: three parallel levels

Level OneKindergarten to grade 4 · 2 hours a day
  • 10 min
    Warm-Up & EngagementA visual, physical warm-up to boost energy and get ready to learn
  • 40 min
    Interactive LessonA simple STEAM lesson with visual and story-based tools suited to the age group
  • 40 min
    Hands-On Challenge + ShowcaseA hands-on challenge tied to the session, then presenting results and assessment
  • 30 min
    English ReviewReviewing the lesson's terms in English
Level TwoGrades 5 to 8 · 2 hours a day
  • 10 min
    Inquiry Warm-UpA central inquiry question linking critical thinking to an Arduino project
  • 40 min
    Arduino FundamentalsGetting to know the board and components: LEDs, resistors, buttons, and the first code
  • 40 min
    Arduino Design ChallengeDesigning an interactive circuit in a team on Tinkercad to solve a real problem, then presenting and reflecting
  • 30 min
    English ReviewReviewing the lesson's terms in English
Level ThreeGrades 9 to 12 · 2 hours a day
  • 10 min
    Coding & Robotics BriefA real robotics or coding challenge linked to the job market
  • 40 min
    Programming & Robotics LabAdvanced coding: Scratch, Python / MicroPython and Arduino, and designing robot motion
  • 40 min
    Prototype, Pitch & EvaluateBuilding, testing and improving a prototype, then presenting and evaluating it against STEAM criteria
  • 30 min
    English ReviewReviewing the lesson's terms in English

Detailed weekly plan

Week OneFoundations of STEAM Education

Goal: build the conceptual foundation and shift teachers' mindset from rote teaching to inquiry and innovation

DaySkillHands-on practice
1Introduction to STEAM and its philosophyAn introductory integrated activity
2Inquiry-Based LearningDesigning an inquiry experiment
3Engineering Design ProcessA group engineering challenge
4Creativity & InnovationPresenting a first project
Week TwoProject-Based Learning & Innovation

Goal: master project-based learning and apply it in real learning experiences

DaySkillHands-on practice
5PBL Fundamentals & Gold StandardDesigning a complete STEAM project
6Critical Thinking StrategiesAnalyzing real-world problems
7Problem Solving ModelsAn applied group challenge
8Collaboration & TeamworkA multidisciplinary team project
Week ThreeDigital STEAM & Emerging Technologies

Goal: use modern digital technologies in the school STEAM environment

DaySkillHands-on practice
9Coding Fundamentals (Scratch / MakeCode)Coding an interactive learning activity
10Digital Tools in EducationComparing digital tools
11Robotics IntegrationDesigning a virtual robot in Tinkercad
12Data Literacy & VisualizationAnalyzing data and reading results
Week FourSTEAM Classroom Mastery

Goal: master managing the learning environment and assessment in a STEAM context

DaySkillHands-on practice
13Classroom Management StrategiesMicro Teaching classroom simulation
14Assessment in STEAMDesigning professional rubrics
15Reflective Teaching PracticePeer assessment of projects
16Exhibition Preparation & DesignA mini digital STEAM exhibition
ClosingGraduation & Innovation Expo

Goal: final presentations and completing the portfolio

DaySkillHands-on practice
26Public Speaking & PresentationFinal presentations: a complete experience
27Final Evaluation & Peer ReviewGroup project assessment
28Graduation Projects & PortfolioFinal innovation exhibition

The three training pillars

1. Academic STEAM language: Terminology, scientific communication, presenting, report writing, scientific dialogue.

2. Applied STEAM skills: Design thinking, engineering design, PBL, critical thinking, coding and robotics, lab management.

3. Practical applications: Every day ends with a real product ready to use in the classroom.

Assessment system

Attendance and active participation20%
Daily hands-on activities25%
The comprehensive final project35%
The digital portfolio20%

The final project is assessed on creativity, interactivity, collaboration, presentation and documentation (20 points each).

Certificates and training package

  • STEAM Teaching Excellence Certificate — STEP
  • Academic English for STEAM Educators
  • Digital Innovation Badge Collection

Each trainee receives: a trainer's guide, a trainee's guide, daily presentations, worksheets, assessment files and rubrics, templates and a bank of STEAM project ideas.

“We don't offer a training course... we build an academy that prepares the teacher of the future”
Courses

Hands-on courses for every grade level

Choose a ready-made course from the Viedma STEAM curriculum, or design a custom course for your organization.

Students in a STEAM course
For schools · Free

STEAM Talent Discovery Course

A hands-on course at the school with models and robots, plus a quick competition that reveals creative students. We nominate the top students for Viedma's special programs that prepare them for competitions and hackathons.

  • Hands-on training with models and robots
  • A quick competition at the school
  • Nominating top students for special tracks
3 days45 minutes a day0 SAR cost to the school
Build & Code for Kids – WeDo 2.0 — Viedma
Elementary · ages 6–10

Build & Code for Kids – WeDo 2.0

24 moving models that children build and code with blocks: a dinosaur, a crocodile, an automatic door and a helicopter.

24 modelsDistance and tilt sensors
Course details
AI Seed Coding for Kids — Viedma
Kindergarten & elementary

AI Seed Coding for Kids

12 everyday machines with blocks, gears, and sound and motion modules.

12 activitiesGears and levers
Course details
AI Smart Explorer — Viedma
Upper elementary · middle school

AI Smart Explorer

30 projects with an ESP32 board and block coding: a radar, a catapult and an obstacle-avoiding car.

30 lessonsESP32
Course details
Coding with ESP32 & Mixly — Viedma
Middle · high school

Coding with ESP32 & Mixly

From zero in electronics and graphical coding, with brick-based projects.

30 lessonsLEGO-compatible
Course details
Card Programming Robot KJ026 — Viedma
Elementary · complete course

Card Programming Robot KJ026

12 smart machines students build and program with cards, with touch, color, infrared and ultrasonic sensors.

12 activitiesTeams of 2–4 students
Course details
Electricity and magnetism experiment boxDetails →
Elementary · grades 3–5

Electric Circuits & Energy

Series and parallel circuits, magnets and electromagnets, motors and generators, with the electricity and magnetism experiment box.

Level 2In person · hands-on
Box and experiment details → Register or ask
Coding & Sensors — Viedma
Middle · grades 6–8

Coding & Sensors

Coding a wheeled robot with distance and light sensors, applying the engineering design process.

Level 3In person · hands-on
Register or ask
Robotics & Automation — Viedma
Middle · grades 6–8

Robotics & Automation

Designing tracked robots and arms and coding them to perform autonomous tasks.

Level 3In person · hands-on
Register or ask
IoT & Artificial Intelligence — Viedma
High school · grades 9–12

IoT & Artificial Intelligence

ESP32 and K210 controllers, sensors and Blynk dashboards to build smart devices.

Levels 4–5In person · hands-on
Register or ask
Sustainability & Innovation Projects — Viedma
High school · grades 11–12

Sustainability & Innovation Projects

EcoTile, CareBot and the smart crisis car projects, from idea to presentation.

Level 5In person · hands-on
Register or ask
FRC Competition Robotics — Viedma
High school · ages 14–18

FRC Competition Robotics

Designing, coding and building the competition robot, plus data analysis and the team's business planning.

Competition trackIn person · hands-on
Register or ask
Card Programming Robot Course KJ026 — Viedma
Card Programming Robot Course KJ02612 activities: traffic light, automatic car, smart door, fire alarm and more.
Course details →
Build & Code Course for Kids — Viedma
Build & Code Course for Kids24 models: robotic dinosaur, crocodile, automatic door, F1 car and more.
Course details →
Create a course

Design a custom course for your organization

Choose the grade level, fields, duration and location, and we'll prepare a program and a quote within one business day.

The Viedma character
Grade level
Fields
Duration
Location
Complete course · 12 activities

Card Programming Robot Course

Card Programming Robot · KJ026

In small teams, students build 12 smart machines from everyday life and program them with cards, with no screen or typed code needed. Each activity starts with a story and a real problem and ends with a working model the team presents.

12hands-on activities
2–4students per team
5sensor types
ACE3D modeling software
Robot and robotic arm from the KJ026 kit

Kit components

Main controller — ViedmaMain controllerMain controller
Programmer — ViedmaProgrammerProgrammer
Motor — ViedmaMotorMotor
Touch sensor — ViedmaTouch sensorTouch sensor
Infrared sensor — ViedmaInfrared sensorInfrared sensor
Color sensor — ViedmaColor sensorColor sensor
Ultrasonic sensor — ViedmaUltrasonic sensorUltrasonic sensor
Colored light — ViedmaColored lightColor light

How does each activity work?

Warm-up

Students are split into teams of 2 to 4, each with a role: managing and documenting, building, coding, presenting.

Explore

A story or everyday problem that sparks students' curiosity.

Discuss

Guided questions help the team find the right sensor and the program idea.

Build & code

Build the model, test it by hand, connect the programmer to the controller, then program with cards.

Share

Model the work in the ACE software, present it to the other teams and explain the coding idea.

Save

Photograph the work for documentation, then take the model apart and sort the pieces.

The 12 activities

01Automatic winding machine model

Automatic Winding Machine

Automatic Winding Machine
MotorTouch sensor

Design and build an automatic yarn-winding machine and model it in the ACE software.

Activity details
The story
Winter is coming and Mom will knit a scarf for everyone in the family. How can we help her wind the yarn balls quickly?
Learning goals
  • Understand how signals travel between the controller, the programmer and the motors
  • Programming with cards
  • Getting to know the ACE software
Discussion questions
  • What's the difference between the output ports (A B C D) for motors and lights and the input ports (1 2 3 4) for sensors?
  • How do we program the machine to spin and wind the yarn?
  • How do we change part colors in the ACE software?
02Traffic light model

Traffic Light

Traffic Light
Colored light

Design and build a traffic light that changes color every 5 seconds and repeats the cycle.

Activity details
The story
We look at traffic lights at intersections and think: what do they do? Why do their colors change?
Learning goals
  • Understand the idea of looped programming for changing colors
  • Master the steps of card programming
Discussion questions
  • What is a traffic light for?
  • What do red, yellow and green mean?
  • How do we program the colors to change in a loop?
03Automatic car model

Automatic Car

Automatic Car
MotorColor sensor

A car that drives forward automatically and stops when it detects a black line.

Activity details
The story
When reversing, it's hard to see behind the car. How does the driver know they stopped inside the parking line?
Learning goals
  • Understand that a robot consists of a sensing system, a control system, a drive system and moving parts
  • Master programming the automatic car
Discussion questions
  • How does the car detect the parking line? (color sensor)
  • How do we program the car to stop after detecting the line?
  • Match the robot parts to the car parts: sensor, controller, motor, gears, wheels.
04Ball pitching machine model

Ball Pitching Machine

Pitching Machine
MotorInfrared sensor

A machine that senses a table-tennis ball and pitches it automatically.

Activity details
The story
The coach trains students in table tennis, and each student has a ball-pitching machine. How does it work?
Learning goals
  • Understand the infrared sensor and its applications
  • Master the idea of programming it
Discussion questions
  • How does the machine sense the ball?
  • What's the program idea: sense, then trigger, then run the motor to pitch the ball?
05Color detection machine model

Color Detection Machine

Color Detection Machine
Color sensorColored light

A machine that detects a color (red, yellow, green, blue) and lights up in the same color.

Activity details
The story
We watch a magic-trick video and discover that magicians' tools hide mechanisms. Can we make a machine that shows the color it sees?
Learning goals
  • Understand the color sensor and its applications
  • Master the idea of programming it
Discussion questions
  • How do we tell colors apart?
  • What's the program idea for showing the detected color?
06Ultrasonic alarm model

Ultrasonic Alarm

Ultrasonic Alarm
Ultrasonic sensor

A device that warns visitors when they get within a set distance of the fence.

Activity details
The story
The zoo fence was freshly painted, and many visitors missed the warning and got their clothes dirty. How can we make a clearer warning?
Learning goals
  • Understand the ultrasonic sensor and its applications
  • Master the idea of programming it
Discussion questions
  • How do we warn visitors before they touch the fence?
  • Which warning gets more attention: vibration, sound or light?
07Movie projector model

Movie Projector

Movie Projector
MotorColored light

Design and build a movie projector that moves the film in front of a light source.

Activity details
The story
We watch a movie and ask: how did old projectors show films on the screen?
Learning goals
  • Understand how signals are output
  • Understand the principle of projection and its applications
Discussion questions
  • How does a projector show a film?
  • What is projection?
  • Which outputs are used? (motor and light)
08Smart door model

Smart Door

Intelligent Door
MotorInfrared sensor

A door that opens and closes automatically when it senses someone.

Activity details
The story
We use the classroom door and windows and think: how can we turn it into a smart door that opens and closes by sensing?
Learning goals
  • Analyze the signal stages: generation, processing and execution
  • Understand high and low signals
Discussion questions
  • How do we generate the signal?
  • When is a signal valid? (high is valid, low is not)
  • Describe the signal's path from the sensor to the controller and then to the motor.
09Sluice gate model

Sluice Gate

Sluice
MotorUltrasonic sensor

A gate that opens to drain water when the level rises and closes to store it when the level drops.

Activity details
The story
Heavy rain for several days, and the river is rising and will flood the roads. What can we do to prevent the flood?
Learning goals
  • Understand smart sensor-based control applications in disaster prevention
  • Understand what a sluice gate does
Discussion questions
  • How do we detect water rising above the safe level?
  • How do we bring the level back to safe?
10Smart wheelchair model

Smart Wheelchair

Intelligent Wheelchair
Two motorsTwo infrared sensors

A chair that moves, stops and turns automatically to help people who have difficulty walking.

Activity details
The story
Grandpa uses a wheelchair and often bumps into obstacles. How can we modify the chair to protect him?
Learning goals
  • Understand smart sensor-based control applications in daily life
  • Master programming the smart chair
Discussion questions
  • How does the chair know there's an obstacle ahead and stop? (when both sensors are blocked)
  • How does the chair turn? (sensor 1 runs motor A, sensor 2 runs motor B)
11Smart trash can model

Smart Trash Can

Intelligent Ashcan
MotorInfrared sensor

A bin whose lid opens and closes automatically with a motor, without the lid falling when it opens.

Activity details
The story
We watch a video about the smart home and think about the design principles of its products.
Learning goals
  • Understand smart home design concepts
  • Master programming the smart bin
Discussion questions
  • What are the design principles of smart home products? (safety, environment, practicality, ease, beauty)
  • How do we make the bin smart?
12Fire alarm model

Fire Alarm

Fire Alarm
MotorColor sensorColored light

Design and build a fire alarm that works with a color sensor and lights up and moves to alert.

Activity details
The story
How do safety systems protect buildings from fire? And how do they alert us quickly?
Learning goals
  • Understand how sensors are used in safety systems
  • Understand using loops in programming
Discussion questions
  • How does the device sense danger?
  • Why do we use a loop in the program?

What does the student gain from the course?

  • Card programming and logical thinking
  • Understanding sensors and controllers
  • Signal flow: input, processing, output
  • Loops and conditions
  • 3D design and modeling
  • Teamwork and presenting to others
  • Connecting science and technology to everyday life
Complete course · 24 models

Build & Code Course for Kids

Creative Building & Coding · WeDo 2.0

Children build 24 moving models step by step: a dinosaur, a crocodile, an automatic door, a race car and a helicopter, then code them with blocks on a tablet or computer to move and respond to sensors. Fun learning about motion, speed, time, and cause and effect.

24hands-on models
6–10years
2Two sensors: distance and tilt
BlocksVisual coding with no typing
Models from the Build & Code course

Kit components

Smart controller — ViedmaSmart controllerSmart Hub · Bluetooth
Motor — ViedmaMotorMedium Motor
Distance sensor — ViedmaDistance sensorMotion Sensor
Tilt sensor — ViedmaTilt sensorTilt Sensor
The complete kit pieces
All building pieces in the kit: bricks, beams, gears, wheels and axles

How does each activity work?

Build

The child assembles the model with clear illustrated steps.

Coding

They drag coding blocks: motor on, speed, wait, sensor.

Experiment

They run the model and change speed and time to see the effect of each change.

Present

They explain to classmates how their model works and what they learned.

The 24 models

01Robotic dinosaur modelAssembly steps →

Robotic Dinosaur

Mechanical T-Rex
MotorDistance sensor

It opens and closes its mouth for two seconds whenever an obstacle approaches.

02Duck modelAssembly steps →

The Duck

Duck
MotorDistance sensor

The duck moves forward when an object approaches and backs away when it moves off.

03Steering cart modelAssembly steps →

Steering Cart

Bogie
MotorTwo buttons

One button makes the cart go straight, and another makes it turn.

04Forklift modelAssembly steps →

Forklift

Forklift
MotorTilt sensor

Tilt the joystick forward and the fork lowers; tilt it back and it rises.

05Milo the Explorer modelAssembly steps →

Milo the Explorer

Milo
MotorSpeed and time

An explorer robot that moves forward at a set speed for 9 seconds.

06Robotic arm modelAssembly steps →

Robotic Arm

Robotic Arm
MotorSound

It makes a sound, then closes on an object and grabs it.

07Climbing monkey modelAssembly steps →

Climbing Monkey

Monkey
MotorRepetition

It climbs the rope up and down nonstop.

08Feeding the bird modelAssembly steps →

Feeding the Bird

Bird Feeding
MotorDistance sensor

When the mother returns to the nest, the chick raises its head and opens its mouth for food.

09Biplane modelAssembly steps →

The Biplane

Biplane
MotorDistance sensor

The propeller spins fast when an object approaches the sensor.

10Crocodile modelAssembly steps →

The Crocodile

Crocodile
MotorDistance sensor

When it sees food it snaps its mouth shut, then opens it after two seconds.

11Harvester modelAssembly steps →

The Harvester

Combine Harvester
MotorSound

It plays music, then drives forward in the field for 9 seconds.

12Automatic door modelAssembly steps →

Automatic Door

Automatic Door
MotorDistance sensor

The door slides open when a person approaches, then closes again.

13Wave-drawing sheep modelAssembly steps →

Wave-Drawing Sheep

Sheep Drawing Waves
MotorSpeed and time

The sheep moves forward and draws a wavy line.

14Dump truck modelAssembly steps →

Dump Truck

Tipper Truck
MotorTwo buttons

Loading and unloading cargo by running the motor forward and backward.

15Sphinx modelAssembly steps →

The Sphinx

Sphinx
MotorSpeed and time

It moves forward at a set speed for 9 seconds, and students change the speed and time themselves.

16Bee and honey modelAssembly steps →

The Bee and the Honey

Bees Gather Honey
MotorDistance sensor

The bee flies looking for the flower and stops there to collect nectar.

17Little giant modelAssembly steps →

The Little Giant

Little Giant
MotorSpeed and time

A robot that walks forward at a set speed for 9 seconds.

18F1 race car modelAssembly steps →

F1 Race Car

F1 Racing Car
MotorDistance sensor

It detects an object ahead, races for 5 seconds, then stops.

19Wobbly car modelAssembly steps →

The Wobbly Car

Rocking Car
MotorSpeed and time

The car wobbles and moves forward for 9 seconds.

20Pattern drawer modelAssembly steps →

Pattern Drawer

Spirograph
MotorCircular motion

The ruler spins around the wheel to draw beautiful circular patterns.

21Mudskipper fish modelAssembly steps →

Mudskipper Fish

Mudfish
MotorSpeed and time

The fish crawls forward on the mud for 9 seconds.

22Ship lock gate modelAssembly steps →

Ship Lock Gate

Navigation Lock
MotorTwo buttons

Opening and closing the canal gate so ships can pass.

23Bata the crawler modelAssembly steps →

Bata the Crawler

Pata
MotorCircular motion

It crawls around the turntable for 9 seconds.

24Apache helicopter modelAssembly steps →

Apache Helicopter

Apache Helicopter
MotorSpeed and time

The helicopter's rotor spins at a set speed for 9 seconds.

We deliver the course at schools and centers or at our premises, and we provide the kits for training. Contact us on WhatsApp
Robotics & AI Courses

Ready-made courses with curricula and kits

Each course comes with a teacher's guide, lesson presentations, a student kit and technical support.

Coding for Kids: AI Seed Coding

LBS2236 · AI Seed Coding

12 activities in which children build everyday machines with big blocks and gears, then run them with coding modules: motor, switch, voice recording, voice control, infrared and delay.

12 activitiesImagine → Explore → Solve → ShareGears · levers · linkages
The Whisk — Viedma
01Whisk model

The Whisk

The Whisk

Understand how a whisk works, horizontal gear meshing, and running it with the switch and motor modules.

02Crane model

The Crane

Crane

The crane's structure and the lever principle, raising the arm with a worm-gear set.

03Helicopter model

The Helicopter

Helicopter

Building a helicopter with a compound gear set and spinning the rotor with the motor.

04Tower crane model

Tower Crane

Tower Crane

The stability of triangles and building a fixed pulley.

05Rotating flying chairs model

Rotating Flying Chairs

Rotating Flying Chair

Vertical gear meshing to spin the ride.

06Car model

The Car

Car

The car's structure and how it turns, moving forward and back with the motor module.

07Oil pump model

Oil Pump

Oil Pumping Machine

The connecting rod and crank, with continuous running via the switch module.

08Scarecrow model

The Scarecrow

Scarecrow

The linkage principle, and the recording module so the scarecrow makes a sound as it moves.

09Windshield wiper model

Windshield Wiper

Wiper

Linkages, and the voice-control module so the wiper works when it hears a sound.

10Bike model

The Bike

Bike

The bike's structure and how it works, driven by the motor.

11Parking barrier gate model

Parking Barrier Gate

Barrier Gate

The worm gear, plus the infrared and delay modules to open the gate.

12Elevator model

The Elevator

Elevator

A worm-gear set to raise and lower the elevator with coding.

Kit & tutorial · Grade 6

The mBot2 Robot: From Assembly to Coding

The robot used in the Viedma curriculum for grades 6 to 10, with a full walkthrough of the first project: “Line Explorer”.

mBot2 robot kit

The mBot2 Programmable Educational Robot

An educational robot with an ESP32 processor and a color screen. Students learn block coding (Scratch) and then move on to Python. It follows lines, recognizes colors, avoids obstacles and connects to the internet.

Ages 8+Block coding & PythonESP32Wireless connectionBuilt-in battery
Price on request We send you a quote and an invoice including shipping via WhatsApp

1Robot components

mBot2 robot components
CyberPi controllerAn ESP32 processor for wireless connection, programmed with blocks or Python.
mBot2 Shield boardExternal components connect to it, and it has a built-in lithium battery.
Ultrasonic Sensor 2Detects obstacles and measures distance, with 8 programmable LEDs.
Quad RGB color sensorFour sensors that recognize colors and follow lines, from simple to advanced programs.
Encoder motorsOne-degree precision in measuring rotation and distance, at up to 200 RPM.

2Assembly steps

mBot2 assembly, steps 1 to 4
Steps 1–4: Connect each motor's cable, fix both motors to the chassis, then fit the tires on the wheels and attach them to the motors.
mBot2 assembly, steps 5 to 10
Steps 5–10: Fix the color sensor under the chassis and the ultrasonic sensor at the front, connect their cables, mount the Shield board and connect the wires to ports 1, 2 and 3.
mBot2 assembly, step 11 and result
Step 11: Mount the CyberPi on top, and check that the left motor is connected to EM1 and the right to EM2. The robot is ready.

3Coding with mBlock 5

Coding mBot2 with mBlock 5
  1. Download the software: The desktop version, the web version, or the phone and tablet app. Download link
  2. Add the device: From the devices list choose CyberPi, then add the mBot2 extension.
  3. Connect to the robot: Turn on the robot and connect it with a USB cable or Bluetooth, then click “Connect”.
  4. Upload the program: Choose “Upload” mode so the program runs on the robot without a computer.

4First project: Line Explorer

mBot2 following the black line and reading colors

The robot follows a black line on the map using the quad color sensor. If the line drifts right or left, it adjusts each motor's speed to get back on it. When it passes over a color like red, yellow, green or blue, it runs a command for that color.

When button A is pressed
Forever:
  if the two middle sensors are on black → move forward
  else if the line is on the left → turn left
  else if the line is on the right → turn right
  if it detects red → stop for two seconds
  if it detects green → play a sound and continue
What does the student learn?How sensors work, conditions and loops, and controlling motor speed.
Challenge 1Make the robot change its light color based on the color it passes over.
Challenge 2Add the distance sensor so the robot stops if it finds an obstacle on the line.
Robot models for gifted students
Special tracks for gifted students

Enrichment programs for students who go beyond their level

For students who show high skills in building, analytical thinking or coding.

  • 1Motivating high performers to deepen their knowledge and expand their skills.
  • 2Preparing them for local and international STEM competitions.
  • 3Open-design challenges, solving environmental problems, and tech and social innovations.
  • 4Direct supervision by trainers specialized in science, coding and applied engineering.
The skills your child gains

STEAM prepares for life, not just for exams

TeamworkProblem-solvingCreative thinkingTime managementKeeping up with the tech ageAdapting to challengesConfidence in presenting ideasCritical thinkingCommunicationEntrepreneurship
Artificial IntelligenceAI
3D Printing3D Printing
Data analysisData Analysis
CodingCoding
RoboticsRobotics
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