- an easy way to understand programming
- this game offers a simple explanation of how programming functions while encouraging movement
- navigate the maze with the help of the programming code and reach the destination
- additional accessories for robot "Botley"
- for even more exciting experiments and tests
- with play suggestions in varying degrees of difficulty
- robot "Botley" is not included in the set
- teaches programming steps for beginners and advanced learners
- demands and encourages logical, analytical and spatial thinking
- highly suitable for group, team and partner work
- extensive features for a variety of requirements
- get to know and understand the principle of programming
- Train problem-solving skills, analytical and spatial thinking as well as mathematical skills and logic
- with labyrinth accessories
- encourages children in mental arithmetic and logical thinking in a playful manner
- Combination skills and speed are in demand
- suitable up to 6th class
- Develop basic competences in programming
- With 22 pcs. Accessories
- Promotes logical thinking and teamwork
- understanding the basics of programming
- age-appropriate introduction to the world of computer science and robotics
- 25 components, 3 models
- understand the basics of physics and technology using the example of simple machines
- 16 individual sets of components
- 10 models, 61 experiments
- basics of renewable energy
- 16 individual sets of components
- 3 models, 10 experiments
- understanding the basics of statics through construction
- 16 individual sets of components
- 8 models, 28 experiments
- understand the basics of electrical circuits
- 16 individual sets of components
- 9 models, 25 experiments
- explore optical phenomena and experiment with light
- 16 individual sets of components
- 6 models, 6 experiments
- understand the principles of different types of gearboxes
- 16 individual sets of components
- 15 models, 12 experiments
- Film with a running time of approx. 7 minutes
- 8 interactive exercises
- 23 digital slides
- 12 worksheets and accompanying text
- Biology, 3. to 6. school year, with suggestions for sustainability and digital media education
- Film (DE/EN) with a running time of approx. 10 minutes
- 14 interactive exercises
- 38 digital slides
- 17 worksheets, most with differentiation and accompanying text
- From Year 4
- Also suitable for iPads and tablet PCs
- Film (HD) with a running time of approx. 8 minutes,
- 6 worksheets and accompanying text
- From Year 4
- General knowledge, natural sciences, biology, physics
- Also suitable for iPads and tablet PCs
- Film with a running time of approx. 12 minutes
- 13 interactive exercises
- 31 illustrations
- 12 worksheets
- Accompanying text
- Differentiated for early years/nursery and primary school, general knowledge/biology
- Film (DE/EN) with a running time of approx. 15 minutes
- 15 interactive exercises
- 41 digital slides
- 14 worksheets and accompanying text
- General knowledge, biology, from year 4
- film with a running time of approx. 13 minutes
- 12 interactive exercises
- 49 digital slides
- 7 worksheets
- accompanying text
- from Year 6
- revised in 2019, now tablet compatible and with media education
- Film with a running time of approx. 10 minutes,
- 12 interactive exercises
- 31 digital slides
- 18 worksheets and accompanying text
- From Year 4
- Film with a running time of approx. 25 minutes,
- 14 interactive exercises
- 30 digital slides
- 18 worksheets and accompanying text
- With exercise task generator
- Maths, year 4 to 7 with differentiation
- With media literacy
- film with a running time of approx. 12 minutes
- 10 interactive exercises
- 42 digital slides
- 7 worksheets and accompanying text
- years 7 to 9
- Revised in 2019, now tablet compatible and with media education
What is digital learning?
Digital learning is learning through the support of digital preparation of learning media. In e-learning processes, the media can also be available offline. This offers the decisive advantage that students can expand their knowledge anywhere and at any time. Digital media can also be used in different ways. A digital medium can serve as a platform for learning content, be used as a communication medium or support a joint work project.
5 reasons for digital learning
- Close to the learning reality of pupils: Nowadays, children are growing up in a digitalized world. Digital learning media are therefore indispensable. Many children have already mastered the use of cell phones, computers and other digital media at an early age.
- Wide range of learning media: The market for digital media is growing. More and more apps, games and learning opportunities are dominating the stores and the internet. Specific apps can be used to solve math problems, improve handwriting or boost cognitive performance, for example.
- Not location-bound: digital media does not have to be used from home, but can be used anywhere. Many media also work offline and therefore do not require internet access.
- Increasing motivation: Digital media is usually presented in a playful, creative and varied way, which makes it more fun and enjoyable for children.
- Tendency towards digitalization in the classroom: Digitalization will continue to be driven forward in the future. Digital learning media are therefore close to the world in which pupils live.
Tip: Whether you are a teacher or a parent, you can find more helpful tips on homeschooling in the TimeTEX blog.
Digital media at school
Educational videos for the visual learner
Educational videos have become an indispensable digital medium in the field of education. Educational videos are videos that are intended to support the learner with a complex subject. A topic such as bees, the body or the weather is explained in small steps on a more simple basis. The visual component can simplify learning for pupils.
Playful with digital devices
In addition to educational videos, the world of digital games and devices is conquering the education market. Pupils can use math trainers to learn new content in class at their own pace and expand their personal knowledge horizons. They can learn on their own or explore a topic together with friends. In a playful way, the children do not have the impression that it is an active lesson and remain engaged. Fischertechnik education products for elementary school are also particularly innovative.
Creativity through interactive whiteboards
Interactive whiteboards are connected to the computer and allow images to be projected onto the board, which can then be added to by hand. This digital method can be used to generate a good overview of a topic, for example in the form of a supplementary mind map. Board images can also be saved and projected onto the board again in the next lesson. An interactive whiteboard simplifies work on group projects and is practical to use.
A new perspective through virtual reality
The virtual reality glasses create a setting in which pupils can immerse themselves in a new world at school. The special thing about the medium is that participants can control their actions in real time. This allows pupils to learn about a topic in a playful way. The reality of pupils' lives can be integrated into lessons and new worlds can be discovered.
Digital learning at school: pros and cons
Pro | Contra |
Collaboration and direct exchange in the classroom | Technical problems in the classroom lead to delays |
Easier monitoring of learning progress | Training for teachers is necessary |
Simplified contribution of ideas from shy pupils | Cost-intensive digital equipment |
Early media use in childhood | Increasing screen time |
Increase in motivation | |
Close to the reality of pupils' lives | |
More appealing lesson design through modern media |
Conclusion: Digital learning
Digital diversity will continue to play an important role in schools in the future. Lessons will be increasingly adapted to the reality of pupils' lives. This also includes digitalization and the continued use of digital education. With different didactic approaches and a wide range of learning methods, pupils are immersed in the world of digital learning.