General presentation

In a world where digital tools are increasingly part of our daily lives, educating children and young people in their use and understanding is the responsibility of educational actors.
Machines, algorithms, artificial intelligence are all terms that are now part of everyone’s vocabulary, even though we do not always know what they mean.


The issues of conscious use, access for all, understanding, ethics, personal data protection, but also technical training for the professions of tomorrow are today more than ever at the
heart of the debates of European societies, and the questions arise from early childhood onwards. Digital education, and education through digital technology, offers opportunities in terms of education, creativity and innovation, in addition to meeting a societal need.


We are 6 structures, from different European countries, that share reflections and common objectives in terms of educating young people and educational actors to digital tools, and in
particular to machines, in order to give the keys to citizens to become active and not passive users of the tools. Different countries, but similar uses and issues.
The project we are presenting responds to the necessity of increasing young people’s interest and success in science, technology, engineering and mathematics, making them actors in their use and promoting innovative methods, through playful robotic teaching kits accessible to all.


Partners share the same global priorities and OBJECTIVES for this project which are :


1/Provide the means for teachers who wish to offer turnkey robotics activities at low cost.
2/make children and young people understand the making of information through action so that they become creative and responsible actors
3/ educate to computer science and raise awareness on algorithmic logic underlying all the tools we use, in order to take over power on machines,
4/promote the mainstreaming of digital competence provision across the curricula
5/ foster critical thinking especially through teaching technology and science in line with the priorities of school education.
6/ prepare children and young people to robotics challenges as RoboCup, which are great opportunities for learning in many fields (technology, mathematics, logic, English, project
management…) and self-improvement.
7/make children and young people, especially girls, want to take an interest in engineering and digital professions.


To reach these ambitious objectives, the EU-RATE project will TARGET PUBLIC in a direct or indirect way :

  • The direct public > primary and secondary school teachers, especially those who do not have access to robotics for reasons of funding, knowledge, distance, etc. but also the
    educational community at large (educators, parents, animators) that will have access to the training online; Students of 14+ as co-developers of the project (participating in the LTTA1
    C1 and LTTA 2 C2, testing, experimenting, giving feedback.

  • The indirect public: youngsters from 8 to 10 and from 11 to 14 years old that will take part to extra curricular and/or in-school activities

These objectives will be achieved through the implementation of 4 intellectual outputs : IO1 learning sequences, IO2 hardware, IO3 Software and IO4 production testing, 2 trainings
one on prototying and the other one on finalisation of prototypes and pedagogy and 6 multipliers events. Every production will be open source and accessible to all during and after Erasmus + funding. Dissemination will be a big part of the project. We’ve plan to work throughout the project and also after the Erasmus + funding to involve more schools,
associations, networks, stakeholders to test and disseminate the project results and to reach more educational actors and teachers, and through them, children and Young people from all countries.