LEGO blocks and games can be impressively useful tools to be used in the classroom that boost innovation and make lessons more engaging.

Location: Malaga | Duration: 5 days


Educational robotics is becoming a new and necessary element for new generations to get to know. Using robotics in education implies the design and construction of a robot (a robot being a machine controlled by a computer and programmed to move, manipulate objects, and carry out various given tasks through interaction with its surroundings). Educational robotics covers interdisciplinary themes such as: electronics, computing, mechanics and physics, among others.

Educational robotics is useful in developing productive, creative, digital and communicative abilities; it becomes a motor for innovation by producing change in people, in ideas and attitudes, in relationships, and in ways of acting and thinking of both students and educators.

Educational robotics looks to awaken students’ interest by transforming traditional subjects (maths, physics, computing) into more attractive and comprehensive ones. This is done through the creation of favourable learning environments which recreate the problems of the world around the students.

Through a powerful resource, as is the methodology of LEGO Education, we help our students become good learners.


Our methodology is based on the 4Cs: Connect, Construct, Contemplate and Continue, with the objective that the principle of ‘learning by doing’ be practiced in each class.

CONNECT: The first stage of the class is CONTEXTUALISATION. In the CONNECT phase, a connection is established between the student’s current knowledge base and their new learning objectives. A practical activity is given with the option of solving problems related to the real world.

CONSTRUCT: In the CONSTRUCT phase, students construct models relating to the challenge presented in the previous stage. The building activity provides an environment suited to the mediation process carried out by the facilitator. This may involve the management of conflict, listening to and helping to evaluate ideas, opinions and suggestions, and providing instructions regarding rational and efficient use of the technology.

CONTEMPLATE: In the CONTEMPLATE phase, students reflect on how things work by observing, analysing, experimenting and correcting. This process leads to the validation of the projects.

CONTINUE: In the CONTINUE phase, students learn to channel their natural desire to learn and understand things. A new challenge is presented, closely related with the current topic, and the students are guided through a ‘learning spiral’ where the recently acquired skills are perfected and then applied to new challenges, consolidating their skills.

Learning Outcomes

By completing this course, participants will be able to:

  1. Learn the working of various LEGO programming languages
  2. Know how to develop learning in a fun way
  3. Know how to adapt students´ learning to the current production processes, where automation plays a very important role
  4. Develop and improve team work skills, allowing people to socialize
  5. Know how to create activities that allow the given challenges to be solved through games
  6. Develop competencies such as intellectual effort, increased knowledge of information technology and technological fluidity
  7. Increase confidence in the handling of technical concepts and problems
  8. Encourage experimentation, where making mistakes is part of the learning and discovery process
  9. Foster creativity and innovation through challenges presented as games
  10. Know how to establish connections between provable scientific facts

 How can the acquired skills be applied in your work?

The course aims to provide participants with a series of tools which will allow them to develop activities for their own centres with the following objectives:

  • Students become more involved in their own learning
  • Access to a new network of teachers across Europe inspires new ideas, teaching methods and problem solving.
  • Students search for information on a variety of subjects
  • Activities are carried out with motivation, cooperation and a high level of autonomy
  • Students learn problem solving strategies and boost their natural instinct to investigate their surroundings
  • To help students become more organized
  • Students develop team work skills, allowing them to socialize with others
  • Students develop their creativity
  • Provide students with new ideas regarding the application of technology in order to improve our environment

Day 1 (5 hours)


General introduction to the contents of the course and its objectives

LEGO Early Simple Machines: Oobserve and investigate simple machines. Discover the principles of mechanics exploring, investigating and solving tasks relating to mechanics, energy, stability, buoyancy and a lot more.

LEGO Story Tales: Encouraging creativity, imaginative writing and language development with this unique and appealing mixture of narration.

Day 2 (5 hours)

LEGO WeDo 2.0

WeDo 2.0 makes science and computing learnt at primary school come to life through practical tasks, projects relating to the real world and relevant technology to get students involved.

Day 3 (5 hours)

LEGO MindStorms EV3. PART I

LEGO MindStorms Education EV3 takes project based learning to the world of computing and STEM, allowing secondary school students to improve their critical thinking skills, problem solving and team work. Movement.

Day 4 (5 hours)

LEGO MindStorms EV3. PART II

LEGO MindStorms EV3. Sensors.

Day 5 (5 hours)


  • My role as a facilitator
  • Facilitating my first workshop

5 day course fee: 350€ 

The total cost includes:

  • Pre-arrival information
  • Tuition & training materials
  • Training Certificate
  • Europass Certificate
  • Admin & organizational costs

(*) For courses lasting more or less than 5 days, please contact us to check the fees.

  • Additionally, We can arrange for:
  • Accommodation (hotels & touristic apartments)
  • Trips
  • Social programme
  • Airport transfer
  • Local transport

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