
The most comprehensive solution for bringing STEAM and computational thinking into the classroom

The most comprehensive solution for bringing STEAM and computational thinking into the classroom

The most comprehensive solution for bringing STEAM and computational thinking into the classroom
The most comprehensive solution for your school
bMaker School brings STEAM, computational thinking and digital competences into the classroom in a creative and fun way. It is a flexible solution that is constantly evolving, and it comes with everything teachers and students need to develop these competences. Students will work through entertaining challenges to delve into the world of programming, 3D design, robotics and mobile apps.

Programming

Robotics

3D design

Mobile apps

Robotics

Programming

3D design

Mobile apps
What’s included in bMaker School?

Interactive platform

Digital content

Classroom materials

Support throughout
Interactive platform
100% digital, gamified, and equipped with a complete classroom management system.

Gamified for students
Students use the platform to complete the activities, work on their projects and win awards. They have access to a variety of features and resources that help them assimilate new knowledge and support their learning.


A powerful classroom management tool
With our powerful and intuitive classroom management system, teachers can manage classes and teach the material without any previous experience! Teachers can create classes and groups, allocate and remove awards, evaluate their students using rubrics, and much more. They also have access to additional support information, including a tutorials section to help them use the platform and the tools, as well as solutions, lists of competences and objectives for each project, and teaching guides illustrating the learning process throughout the entire course.

Age-adapted
The content is tailored to the cognitive and psychomotor skills of each age group.

No need for students to register
Students connect using codes from the teacher.

Attended classes or online
Teachers can combine both options or switch from one to the other whenever they wish.

Integrated tools
You’ll work with Scratch and App Inventor, and directly with Bitbloq on the platform.
Digital content
The content adapts to the pace of each class, ensuring sequential learning and continuity throughout the entire compulsory school curriculum.
Courses: these ‘adventures’ enable students to complete a learning path.
Projects: built around a common theme and structured content.
Sessions: each takes around 50 minutes and can be completed in one class.

Introductory level
Students take their first steps with programming and robotics.
1 course
3 projects per course
10 sessions per project

Intermediate level
They learn 3D design and how to use the main programming and robotics tools.
3 courses
6 projects per course
5 sessions per project

Advanced level
They explore robotics and mobile app programming, and develop their entrepreneurial skills.
1 course
6 projects per course
5 sessions per project

Available in English!
Recomended for
Primary 3
You are Makers!
Introduction to programming and robotics
INTRODUCTORY LEVEL

Available in English!
Recomended for
Primary 4 and 5
Beyond the Solar System
Programming and robotics

Available in English!
Recomended for
Primary 5 and 6
Time travel
Programming and robotics

Available in English!
Recomended for
Primary 6 and Secondary 1
Designing the Future
3D design
INTERMEDIATE LEVEL

Available in English!
Recomended for
Secondary 1-3
Technological Excellence
Robotics and mobile app design
ADVANCED LEVEL

Available in English!
Recomended for Primary 3
You are makers!
Introduction to programming and robotics
INTRODUCTORY LEVEL

Available in English!
Recomended for Primary 4 and 5
Beyond the Solar System
Programming and robotics

Available in English!
Recomended for Primary 5 and 6
Time Travel
Programming and robotics

Available in English!
Recomended for Primary 6 and Secondary 1
Designing the Future
3D design
INTERMEDIATE LEVEL

Available in English!
Recommended for Secondary 1-3
Technological Excellence
Robotics and mobile app design
ADVANCED LEVEL
INTRODUCTORY LEVEL
INTERMEDIATE LEVEL
ADVANCED LEVEL
A new adventure every year!
Children learn with fun and motivating activities and themed content. Every course is an adventure (a journey into space, a futuristic challenge…) that develops as the projects unfold. Attractive visual resources give students a first-hand experience and a central role in their own learning.
Classroom materials
Structured by level and adapted to support students’ progress.
Zum Kit Junior
A simple and safe kit for children aged 8 to 12 years. The protective casing on the components keeps them safe from knocks and blows. Modular connectors allow cables to be connected and disconnected easily. Hook-and-loop tape allows students to connect sensors and actuators as they wish. Unlike other kits, with Zum Kit Junior students can create hundreds of different solutions. The only limit is their own creativity.

Zum Kit Advanced
This easy-to-use, resistant and safe kit is suited to children aged 11+. The board components and electronics are visible, meaning students gain more in-depth technical knowledge. This isn’t a game. This is real electronics.

Support throughout

It’s easy to bring bMaker School into your classroom, but our year-round support service makes it even easier. Our team is with you from the start of the school year to provide personal support and address all your queries. Supporting teachers in this way means we can see how their needs change. That’s why bMaker School is constantly evolving to ensure it remains the most useful solution for teachers and students alike.
Bring computational thinking and STEAM into the classroom with bMaker School
With bMaker School, you’ll bring STEAM and computational thinking into the classroom in a practical, creative and fun way.
STEAM
bMaker School incorporates the STEM disciplines (Science, Technology, Engineering and Maths) with an artistic approach that nourishes kids’ creativity and innovative spirit.


Computational thinking
Computational thinking is all about analysing and organising data, solving problems by breaking them down into simpler parts and using digital resources effectively. Students in bMaker School work on their computational thinking by developing several cognitive processes (critical thinking, data analysis, abstract reasoning, creativity), starting with the simplest of these and working towards more complex processes.
How bMaker School approaches STEAM and computational thinking

A methodology based on cooperative project-based learning, the scientific method and Design Thinking.

Interdisciplinary projects: students put knowledge and skills from various areas of the curriculum into practice.

Alignment with the Sustainable Development Goals and the 2030 Agenda.

What do teachers think?
%
would use bMaker School again next year
%
would recommend it to other teachers
%
think it’s easy to use from the first day
%