Being able to build and see inside this intelligent robot brings children closer to technology. This occurs in a contextualized way: by programming Otto they learn the logical connection between code and action, and by disassembling it they understand how its components, and electronics, work. It is also the ideal companion for developing STEAM skills.
Via the projects, children exercise mathematical thinking, reinforce their technological and physical knowledge and enhance abilities such as problem solving and creativity.
Through play and experimentation children can learn about this technological product in a fun and educational way.
An ecosystem that grows with the child.
The difficulty of the games and projects evolves with the child and adapts to their level of learning:
Under 8 years
- They play with the Otto application.
- The child starts out by programming actions: using simple algorithms, Otto responds to what has been programmed.
From 8 to 12 years
- Via the activities, they gradually come to understand electronics programming in greater depth.
- Build Otto by themselves
- The child applies their knowledge in Otto Blockly, a free block-programming platform developed by Google. Using this they can create their own projects or draw on those that other children have shared. In this way the child passes through the two phases of learning: comprehension (via the projects) and application.
Over 12 years
- They assemble other Ottos like Humanoid and changes its hardware as well as learn to use its electronic components.
- They design new casings and print them in 3D while at the same time assimilating this new technology.*
- Otto's complexity can be increased by adding in new electronic components.*
The projects that come with Otto allow the child to learn, through experimentation, other STEAM subject areas such as biology (how bats see), physics (what is gravity and how it affects us) or mathematics (the frequency with which random events occur in our lives).
Discovery through playing
The games in the Otto application help children to reinforce cognitive processes that are fundamental for their development, such as reflexes, attention and memory. They also exercise their emotional intelligence as they learn to identify and express its emotions.
GamePad: a virtual remote control with which to manage Otto . It puts their attention span, coordination and reflexes into practice.
Code Lab!: in this game they are introduced to action sequencing (the way in which programs are structured).
Repeat with Otto : based on the classic Simon Says, this game is ideal for enhancing attention span and memory.
Draw the mouth: a game that improves their emotional intelligence. The children must identify the emotions behind the expressions that Otto shows with its mouth.
Programming and computational thinking
In programming, finding a solution requires that a problem be divided into parts and that actions be sequenced. This helps to structure mind and thought. Reprogramming Otto , the children exercise their computational thinking and put skills into practice that are necessary for problem solving.
Art and creativity
A device is not just electronics and programming, it is also design. It is art. Altering Otto 's appearance with cutouts and 3D-printed parts develops the child's creativity as well as other indispensable qualities, such as concentration, perseverance and attention to detail.