Technological extracurricular activities tailored to each school

To learn to think differently is to start changing the world

We invite you to enter an after-school space where children and teenagers develop key skills for their future through play and exploration

We start from technology as a vehicle of knowledge and expression to explore and enhance the capabilities of the youngest.

Our advisors align with the teaching teams of each educational center to integrate the IGNITE method in a complementary way to its pedagogical and curricular objectives.

Creative robotics

Learning and exploration paths adapted to each educational stage

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Programming and computational thinking

We lay the foundations of a new language to interact face to face with machines

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3D Design and Virtual Reality

Technique and creativity united so that young creators learn to design memorable worlds

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Pedagogical areas

STEAM Competences

Experiential and collaborative learning

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Key skills

Personal training for the future

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Education in sustainability

The change the world needs

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Curricular support
IGNITE offers schools advice and support to implement a STEAM 360º vision.
The incorporation of the STEM educational approach in the competency learning model proposed by the LOMLOE requires a multidisciplinary approach in which the teacher adopts a guiding role in the learning process.

A complex process that requires a certain degree of teaching specialization and in which IGNITE wishes to contribute by providing the experience of its educators to ensure that the implementation of these projects within the curricular framework of each centre is a success. In our case, we always incorporate creativity and art (STEAM) as a transversal element that stimulates divergent thinking and innovation.

Summer technology camps

Turn your summer camp into a unique educational experience with IGNITE workshops

Frequent questions:

What are the best technological extracurricular activities for boys and girls?

Technological extracurricular activities conceived as a complementary activity to the curricular project of each school allow the full pedagogical potential to be deployed. Specifically, the robotics, programming, 3D design and virtual reality workshops offer an extraordinary educational opportunity to enhance technical and personal skills that will be key for the students' future.

What educational services does IGNITE offer to schools?

IGNITE provides schools with a service of workshops and 360º technological courses in extracurricular and face-to-face curricular formats that include all the necessary material. The activities are based on the IGNITE Method, an effective and flexible methodology, Classes in English with highly specialized educators.

How to enhance the multiple intelligences of boys and girls?

The pedagogical design of IGNITE projects stimulates various key skills that correspond to multiple intelligences in the emotional, logical-mathematical, visual-spatial, inter- and intrapersonal fields, among others.

What skills described in the LOMLOE are worked on in technological extracurricular activities?

With the IGNITE Method, six key dimensions are developed for the future of boys and girls: STEAM, Personal, Social, Digital, Strategic and Citizenship Competencies that correlate with the competencies described in the LOMLOE.

Creative robotics

We evolve in the understanding of what a robot essentially is and its capabilities. In this progressive itinerary we initially focus on its structural features and in the design conditions that we must be taken into account in order to fulfil a given functionality.

As we progress, the challenges increase in complexity, incorporating modular components such as sensors, actuators and accessories that expand its capacity to respond and react to the environment.

Programming and computational thinking

We structure the learning of programming through computational thinking as a mental training for the future. Overcoming the various itineraries of challenges involves learning to think with different levels of abstraction and to manage with complexity.

Like any new language, learning it should be fun, clear and motivating. We use multiple techniques to establish basic concepts, from team games to body expression dynamics so that the experience is memorable.

3D Design and Virtual Reality

The design methodology or Design Thinking allows us to approach the creation of 3D models focused on functionality, exploring various possibilities and iterating each improvement until the desired result is achieved.

Starting from this model, we promote lateral thinking to open the range of creative options to the maximum, looking for unlikely connections that lead us to extraordinary results. Despite our efforts, we know that we can never compete with nature, an unbeatable designer from whom we are constantly trying to learn.

STEAM Competences

We work through STEAM projects, linking knowledge in Science, Technology, Engineering, Arts and Mathematics with a 360º approach to problem solving.

Through teamwork we progressively introduce the scientific method and incorporate useful conceptual frameworks such as algorithmic, computational or design thinking.

Key skills

Learning to decide It will probably be the most important skill we can offer our children in a world in where complexity is not managed, but lived in.

The IGNITE learning program activates the strategic competencies that young people will need in this new context by overcoming challenges designed to enhance their strengths.

Education in sustainability

Education has a crucial responsibility in achieving a positive impact that makes the sustainable development of human life on the planet. A new concept of progress that prioritizes the balance of the biosphere as a whole and is realistic and responsible with regard to the use of resources.

IGNITE's educational programs are committed to this goal with a bioinspired vision of technology and the application of sustainability principles in its projects in line with the Sustainable Development Goals (SDG) promoted by the United Nations

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