Return to site

the value of Otto as an educational robot

October 15, 2019

One of the most established ideas in society when assessing an educational robot is to associate it with a fun little toy. On the contrary, what may seem fun for a child is subtracted from pedagogical value. We believe that this situation is unfair, and with Otto we will try to demystify some of these dogmas that continue to endure in part of society.

Otto is a robot that allows children to be brought closer to the world of technology "from within." From the inside it means that we can disassemble it and know how it works and what it is made of. Otto is like any technological product that we use in our daily lives, knowing how Otto is, we can know how technology is created.

Otto can be reprogrammed, thus working computational thinking and developing skills necessary for problem solving.

Why do all students have to learn to program? What is the use of knowing how to program all those who do not want to be informatics or, in general, who want to have a technical profile?

Despite the rapid increase of jobs in the sector, many students do not want to dedicate themselves to these types of professions. The inclusion of this subject aims to bring everyone closer to technology, trying to overcome the gender gap that has been so far, and making it appear that technology is not magic, that we can all understand how it is created and can help us to avoid certain repetitive and hateful tasks.

For this purpose the number of students who want to dedicate themselves to technical professions will surely increase, however there will continue to be a large number of students who are not attracted to this area.

From here, we must try to see the good side of learning to program in the classroom. We can see programming as an educational resource that helps us develop an increasingly necessary type of thinking: computational thinking. But, to understand what computational thinking is, let's start by understanding what it is useful to use a "new thought."

The Otto community shows us the importance of sharing. An increasingly blurred value, given the individualistic nature of society. In science and technology it is essential to share the new discoveries, can you imagine the evolution of humanity if Newton had not published his theory? 

The Otto mobile application offers games and activities with which cognitive processes such as reflexes, attention or memory are worked, and emotional intelligence, expression, recognition and regulation of emotions are developed.

In addition, Otto is a perfect companion to discover new things. With the projects that accompany Otto we can acquire notions about how bats see, what gravity is and how it affects us, or how often random events occur in our lives. 

All this allows users to be introduced in STEAM competitions. In addition, the openness of the projects, all with a continuation proposal, encourages the development of creativity as a fundamental piece of the Otto ecosystem. 

Adding the integrated games, the customization that allows, the projects that can be done with it and the educational value of the robot make it the ideal free robot for fun and learning.