The digitization of our society poses new challenges to the educational system. Pedagogy needs to be adapted to this new way of living and increase children's and young people's understanding of how digital services are structured. This, combined with an identified need from children who want to learn more about technology and coding, was the motivation to start development of the hackable toy Quirkbot.
Thanks to a successful funding on Kickstarter in early 2015 we could begin the development of the programmable circuit board. Later the same year we awarded a grant from Vinnova, a governmental institute for promoting innovation for Quirkbot to be part of the project "Digitization of the school of the future - Innovation Project".
– Society is facing major challenges in connection with digitization. We want to contribute to children and young people becoming active producers of digital programs, texts and media, rather than passive consumers, says Carl Bärstad, founder and CEO of Quirkbot.
The work of Quirkbot in the Vinnova project focuses on developing guidelines and activities for teachers to use in school. The purpose is to support various tasks related to the curriculum with exercises that teachers can easily adapt to different subjects and students' digital skills and development.
A first milestone is now reached as a complete kit for schools is launched. It includes an "Educational Guide" with five activities that can be tailored by topic and each students' knowledge. More projects will be developed and launched gradually during the coming year.
– After several successful workshops with students in schools we are looking forward with excitement to the launch of the Quirkbot School Kit. We see a great interest in bringing coding into the classroom, both among students and teachers, says Carl Bärstad.
For more information
Anna Velander Gisslén, Communications Manager, email@example.com, +46 708956520
Quirkbot is a Swedish innovation, created out of a need by the global Kids Hack Day movement, in addition to great challenges at school in the digital domain and an upcoming lack of coders and engineers. We combine modifying, improving, learning and coding - and having fun while doing it. With STEAM in mind we’re currently developing our teaching program in collaboration with schools in several countries.
The product is a hackable toy as much as a teaching tool, a true combination of learning where values like creativity and curiosity are kept in mind.