Educational Resources
Welcome to Edumotiva’s Resource Hub!
Explore our collection of curricula, teacher handbooks, publications, and Open Educational Resources (OERs), designed to support and enrich educational experiences and teaching practices.

Technical guide for BBC micro:bit
This guide helps teachers confidently introduce the BBC micro:bit in their classrooms, covering its operation, programming, and integration of Internet of Things (IoT) concepts. It highlights the micro:bit’s Bluetooth and built-in radio capabilities, empowering students to explore IoT projects that spark curiosity, creativity, and real-world problem-solving.

INBOTS Robotics Curriculum for Early Elementary School Education
The INBOTS curriculum introduces 5-6 year olds to robotics through hands-on activities. Starting with basic robotics concepts, learners use floor robots programmed by tactile commands and gradually explore programming, circuitry, and interactivity. Embodied activities enhance learning experiences. The curriculum uses diverse technologies and everyday materials, supported by teacher guidelines for managing materials and creating a functional workspace.

INBOTS Robotics Curriculum for Primary Education
The INBOTS curriculum introduces 7-12 year olds to robotics through programming, circuitry, and crafting. Students learn about robot functionalities, engage in programming tasks, and create programmable artifacts using diverse technologies and materials. Teacher guidelines support effective material management and creative workspace setup. Sessions are flexible to adapt to students’ needs.

INBOTS Robotics Curriculum for Secondary Education
The INBOTS curriculum introduces 13+ year olds to robotics using open-source technologies. Students start with basic concepts of robotics, electricity, and conductivity, then progress to creating Arduino-based artifacts through circuit making, block-based programming, and crafting. Over several sessions, they engage in more complex projects, ultimately creating their own robotic artifacts. The curriculum emphasizes teamwork and interdisciplinary learning, supported by diverse technologies and teacher guidelines for effective material management.

Artificial Intelligence & Machine Learning Handbook
About: This handbook features 8 innovative projects in AI and machine learning, developed under the EDU4AI Erasmus+ project, aimed at integrating AI apps and artifacts into school curricula.Complete with teacher guidelines, student worksheets, videos, and refinements based on pilot feedback.

BeReady Handbook: Digital Tools for STEM Education
About: This handbook features over 80 digital tools categorized for different stages of project-based learning: collaboration, brainstorming, planning, creation, and sharing. Developed in response to the increased need for carrying out online STE(A)M projects during the pandemic in the context of the BEREADY Erasmus+ project.

STEAM2GO handbook: Integrating Arts into STEM Education
Part of the STEAM2GO Erasmus+ project, this handbook showcases two innovative STEAM projects utilizing the STEAM2GO mobile makerspace. It includes comprehensive guidelines and supplementary materials to support teachers. Designed specifically for secondary school educators, this resource is ideal for various makerspace settings, whether non-formal, in-school, or mobile.

BBC micro:bit guide
This concise guide introduces teachers to the BBC micro:bit. The first section covers the micro:bit microcontroller and the Makecode block-based programming environment. The second section features four warm-up activities designed to familiarize users with micro:bit basics and spark curiosity for further integration into various maker activities.

Inclusive Robotics for a better Society
As part of the INBOTS European project, this document explains how robotics curricula for pre-school, primary, and secondary education was developed, with a focus on fostering STE(A)M and 21st-century skills like creativity, critical thinking, problem-solving, and social competences. The curricula promote DIY culture and constructivist methodology, covering electronic circuits, programming, and engineering concepts. The goal is to shift pedagogy towards active learning, where students become makers and teachers act as coaches, facilitating exploration and knowledge construction.

Creating a 3D virtual gallery in Artsteps
This document, produced as part of the Beready Erasmus+ project, provides comprehensive guidelines for creating a virtual gallery using the Artsteps design environment.