Leonardo beyond Leonardo: computational thinking, coding and educational robotics to discover and talk about Leonardo in the digital age. Erasmus Project
General information for the Leonardo beyond Leonardo: computational thinking, coding and educational robotics to discover and talk about Leonardo in the digital age. Erasmus Project
Project Title
Leonardo beyond Leonardo: computational thinking, coding and educational robotics to discover and talk about Leonardo in the digital age.
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : School Exchange Partnerships
Project Call Year
This project’s Call Year is 2019
Project Topics
This project is related with these Project Topics: ICT – new technologies – digital competences; Creativity and culture
Project Summary
Only in recent times schools have arisen the awareness of how important it is to train students in the use and application of computational thinking within their educational and didactical approaches and area. With technological progress the competence in computational thinking acquires equal degree of basic skills (reading and logical mathematical ability), but still many schools have to overcome obstacles to find effective ways towards this direction. The project proposes an educational pathway for the development of computational thinking as a premise to activities with coding and to the first applications of robotics.
The undisputed protagonist is Leonardo Da Vinci, of whom this year marks the 500th anniversary of his death, and acts as guide for teachers and young people entering a fully digitalized world. Leonardo has excelled in multiple fields of knowledge thanks to his ability to work and think in an engineering way through the use (unconscious but effective) of computational thinking, codifying his thoughts in an orderly and systematic way. By doing so, how many problems he has worked out! How much creativity he has transfused in his works!
Starting from the profile of Leonardo Da vinci, with an innovative and transversal approach to school disciplines (ICT, mathematics, English, art, history) the project aims to apply computational thinking in the school curricula of students aged 11 to 13 years (in correspondence with the starting years of the second cycle of education) to carry out coding and robotics activities, pursuing these objectives:
1. integrate the use of computational thinking into teaching and learning processes;
2. rediscover and enhance the profile of Leonardo Da Vinci European humanist and scientist, inventor, guide and teacher, through the creation of didactic resources dedicated to him;
3. prepare teachers to explore and fully exploit the potential of digital technologies in teaching. The aim is to consolidate the teaching and professional development of teachers through the targeted and wise use of digital technologies (coding and robotics) and innovative teaching methods (storytelling) for the development of digit competencies, communication and social skills in the school curriculum.
Student groups at schools and during mobilities have the opportunity to know each other better, learn about the characteristics and works of the great master Leonardo through school lessons, workgroup, cultural tours.
Through the transnational cooperation carried out during the 4 planned mobilities students refine their work and produce three issues of the E-magazine (first product), publish on the Twinspace Leonardo’s storytelling realized with Scratch (second product) and using computational thinking, design and build the automaton of Leonardo (third product), making the benefits of digital technologies their own.
In doing so they develop three of the five key areas of digital competences: “communication and cooperation”, “develop digit contents”, “problem solving”
(see European digital competences framework for citizens).
With the use of digital technologies the focus of the teaching process shifts towards the learner. The teacher takes on the role of mentor and guide who designs new ways to support learners individually or in groups. This increases the motivation to learn, stimulates understanding, reflection, critical spirit and collaboration in the students.
Through the project, permanent and stable forms of collaboration are set up between schools involved in the digitalization processes of teaching. Teacher training on computational thinking is consolidated, with particular attention to the age group of younger students (11-13 years) where the coding activity is not yet consolidated for them .
During the last mobility each national group will compete in the assembly of the 4 automata. Coming home with their robot will be a very interesting challenge for kids. In the realization of the automaton students will apply computational thinking as they will physically create a robot that they will have to program according to the logic of a computer that reads in input and returns an output making use of a simplified programming language.
English, history, ICT, maths, science and arts teachers will be involved from each partners. All of them had already experience in international projects.
The project will include during the 2 years:
– 4 periods of 3 days for students mobility (+ 2 days for travel). 7 students will be involved from each school each journey;
– opening the twin space and exchange of experiences and materials of students and professors (forum, events)
– dissemination activities at local level
– cultural tours
– production of didactic resources.
EU Grant (Eur)
Funding of the project from EU: 48068,4 Eur
Project Coordinator
COLLEGIO S. CARLO S.R.L. Impresa Sociale & Country: IT
Project Partners
- IES Francisco Salzillo
- Siguldas pilsetas vidusskola
- Städtisches Thomas-Mann-Gymnasium, Landeshauptstadt München

