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We’ve been testing Roversa across classrooms in Virginia and what students are doing with it is reshaping how we think about STEM learning. Over the past few weeks, we’ve had the chance to spend time with students across Virginia from 2nd graders in afterschool programs to middle schoolers in their CTE class to high school AP Psychology students visiting UVA. Different ages. Different contexts. Same robot. But this wasn’t just about sharing Roversa, it was about testing what comes next. We brought early ideas and in-progress designs into real learning environments. These weren’t polished experiences. They were intentionally unfinished, so we could see how students interacted, where they got stuck, and what they naturally wanted to do next. And what we learned is already shaping the next iterations of Roversa. Personalization Starts Earlier Than We Expect At a time when schools are investing heavily in AI tools that are increasingly abstract, one of the biggest challenges we’re seeing is that students are craving something they can see, control, and shape in real time. This is the space we’re designing Roversa to support. With our digital pet prototype, it didn’t take long for students to move beyond figuring out the robot. They began naming it, talking to it, and deciding who it should be. In one session, a student paused and said she needed to “get into her creative mode” before deciding what to program. Across ages and settings, students treated Roversa less like a tool and more like something they could shape. A button programmed to “dance” wasn’t just an action, it became a way to make the robot happy. Even students who initially seemed hesitant were drawn into experimenting once they saw how their inputs changed behavior. Personalization isn’t something to add later. It’s where students begin to make learning their own. Feedback Matters
As students explored, they naturally started asking the kinds of questions we hope for: why didn’t it move? What happens if I try this instead? They tested, adjusted, and tried again. But when the system didn’t respond clearly, momentum slowed. If the robot didn’t move and there was no visible reason, students hesitated. If outputs were hard to interpret, they weren’t sure what to change. Even small delays led them to repeat actions, unsure if anything had worked. The issue wasn’t effort or curiosity, it was feedback. When students can see the connection between what they do and what happens next, they keep going. When they can’t, they pause. That gap shapes whether students stay engaged in the work. The First Few Minutes Decide Everything The biggest shift wasn’t about what students could do, it was how they started. When we introduced more complex ideas right away, like training motion-based AI models, students hesitated. Not because they couldn’t do it, but because the purpose wasn’t clear. But when we started with something simple and familiar, like interacting with a digital pet, everything changed. Students jumped in. They tested. They laughed. They iterated. And once they understood the idea, they were ready to go further—adding behaviors, experimenting, and making it their own. It wasn’t about removing complexity. It was about sequencing it. Starting with something students understand, giving them early success, and then building from there creates the conditions for deeper engagement. What We’re Exploring Next One of my favorite moments came from a student who said he liked the activity because he could program the robot to do anything he wanted. That sense of “anything” is what these early explorations are really about. Not just testing features, but understanding how to build tools that students feel they can shape, explore, and grow with. And it’s leading us to new questions:
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At Andrew Lewis Middle School, every sixth grader rotates through six electives as part of an “exploratory” experience. One of those rotations is Ms. Brown’s Introduction to Technology course — a class where students explore 13 different areas of technology, from bridge engineering to forensic science to computer graphics. Last week, the classroom buzzed with a different kind of energy. Instead of sitting behind screens, students worked in pairs with mallets, pliers, and screwdrivers in hand. Their task: assemble their own Roversa robot from the ground up. Before a single line of block-based code is written, students experience something just as important — real-world manufacturing. Learning Through DoingAs the robots began to take shape, so did the learning. Some teams accidentally installed the directional buttons backwards. Others discovered their motors wouldn’t run because the lead wires weren’t grounded correctly. Each mistake became an opportunity to test, troubleshoot, and try again. They didn’t wait for the “right answer.” They tested as they built. They persevered. And within a single class period, every pair successfully completed their robot. And one pair even started a second! Collaboration at the CoreWhat stood out most wasn’t just the technical progress — it was the partnership. Students negotiated roles. They passed tools back and forth. When one partner struggled, the other leaned in to help. There was laughter, encouragement, and the occasional celebratory whoop when the robot did as it was programmed. The room was fully engaged the whole class period. This wasn’t just a build — it was a shared accomplishment. Why Build First?Before students move into block-based coding and hands-on programming challenges, they now understand their robot from the inside out. They’ve handled the components. They’ve tightened the wheels. They’ve seen firsthand how small adjustments affect performance. That foundation changes the coding experience. Instead of abstract commands on a screen, students are programming something they built themselves. This physical learning is so important for all learners and especially for middle school. And perhaps most importantly, they leave the classroom with a powerful realization: Everyone can be a builder. Integrating the LearningRoversa is co-designing lessons with middle school teachers to integrate computer science - and these student built robots - into their language arts, US history, science and math lessons this spring. This work was made possible by an Advancing Computer Science Education grant from the Virginia Department of Education.
In a world shaped by climate change, environmental pollution, and the accelerated loss of biodiversity, it is increasingly urgent to rethink how new generations relate to nature. The silent decline of species and ecosystems not only disrupts environmental balance but also affects food security, human health, and climate regulation. Moreover, it weakens the cultural and emotional bonds that connect people to their surroundings, particularly in urban contexts where biodiversity is often perceived as distant or disconnected from everyday life. In megadiverse countries like Colombia, this disconnection poses a particularly significant challenge. Despite the country’s extraordinary natural wealth, many local species remain invisible or stigmatized within the social imagination, limiting their appreciation and protection from an early age. In this context, education becomes a key tool for bringing biodiversity closer to children’s daily experiences through creative, place-based, and meaningful approaches. It is at this intersection of biodiversity, education, and territory that a transmedia project called Sin feos no hay paraíso (“Without the ‘ugly ones’ there is no paradise”) emerges, led by Fundación La Mecedora de Darwin, a Barranquilla-based science communication foundation with a strong territorial focus. The initiative is implemented in public schools across Barranquilla with the goal of transforming perceptions of stigmatized native fauna and promoting their recognition as essential components of urban and peri-urban ecosystems. The project integrates multiple pedagogical strategies, including educational videos grouped under the concept “Los feos la vacilan”, a coloring book titled “La liga de los feos”, co-created with the participation of 15 regional artists who generously donated their artwork, and a set of in-person workshops centered on local biodiversity. Through these resources, the goal is that children become familiar with native species, understand their ecological roles, and question the negative ideas often associated with them, fostering a more empathetic and meaningful relationship with the fauna of their territory. The project’s first implementation took place at IED Las Flores, a public school located in the Las Flores neighborhood of Barranquilla, an area surrounded by ecosystems such as the Caribbean beach, the Magdalena river (the main river in Colombia), and a wetland called Cienaga Mallorquin. This close and everyday relationship with diverse natural environments created an especially favorable context for the pedagogical experience, as many of the children already recognized the species being discussed as part of their immediate surroundings. This prior familiarity resulted in strong engagement and enthusiastic participation throughout the workshops. The activities included bodily, artistic, and narrative exercises: children acted like animals, drew them, and reflected collectively on their ecological importance. The experience was then enriched through the incorporation of Roversa, an educational robotics platform designed by the Global Center for Equitable Computer Science Education and Roversa Robotics, to strengthen learning in computing and STEM through accessible, playful, and hands-on experiences. For this workshop, the Roversa robots were dressed up with costumes representing three stigmatized animals: a black vulture, an opossum, and a caiman. These ‘animals’ were then placed in scenarios that represented the ecosystems where these species provide key ecosystem services. In the first phase, children familiarized themselves with how the robot worked; once comfortable, they began solving challenges linked to the ecological roles of each animal. The activity concluded with a friendly competition among the groups, aiming to complete the circuit using the fewest movements and the shortest time possible, integrating computational thinking, teamwork, and environmental education. This experience demonstrates that educational robotics can go far beyond technical learning and become a powerful tool for environmental education. For teachers and educational institutions, Sin feos no hay paraíso offers a replicable model that combines transmedia storytelling, hands-on activities, and accessible technology, showing that it is possible to teach computing while simultaneously strengthening emotional and cognitive connections to local biodiversity. In this encounter between robots, territory, and “not-so-charismatic” fauna, new ways of learning, caring, and inhabiting the world begin to emerge.
I was never an artist, and I didn’t know what “world building” meant until I joined Roversa Robotics as a student intern last January. When our CEO, Kim Wilkens, first offered me a Social Media Internship, I assumed I would simply be creating Instagram posts for a robotics startup. But the more I learned about Roversa, the more deeply I connected with its mission of making computer science education accessible to all. I felt a growing desire to give more than what was expected of me. That often meant working every minute of my allotted ten hours per week. Even after completing my assigned tasks, I found myself continuing to work, imagining new projects, exploring new ideas, and proposing initiatives that aligned with Kim’s vision for the company. One of the most rewarding aspects of my internship was the creative trust my supervisors placed in me. I was given the freedom to envision what Roversa’s brand could look like and the responsibility to implement that vision across our platforms. Originality mattered deeply to me; I wanted the brand to feel both welcoming and distinctive. As I redesigned our logo, selected colors and fonts, and aligned our visual identity with our values, I challenged myself to build as much as possible from scratch. I began sketching small graphics to accompany content on our website, never imagining how far those sketches would take me. Those small drawings soon grew into something much bigger. I began thinking about characters. Inspired by a Colombian educator’s costume designs for our robots, I wondered, What if Roversa had a whole world for its robots to explore? With no formal art training, just my iPad, Apple Pencil, and the GoodNotes app I normally used for class notes, I began drawing. Slowly, a world started to take shape. That world eventually became illustrated mats, stickers, game cards, and, finally, complete activity kits. In Spring 2025, Kim invited me to join her for a classroom visit at Trailblazer Elementary School. That visit changed everything for me. I watched students test their code, guiding robots across mats I had designed. The characters I had created were no longer just drawings. They had become the backdrop for students’ learning. Seeing children engage with computer science through something I had imagined and built was incredibly moving. It showed me the power of creativity in education, and how color, design, and beauty can spark excitement and curiosity in young learners. Roversa gave me the opportunity to discover a creative side of myself I didn’t know existed and to see it come alive in a classroom. A few weeks later, I found myself riding with Kim to Sir Speedy, a printing company, to discuss producing full activity kits, complete with large-format mats, game cards, character cards, stickers, and manuals. Sitting in that meeting felt surreal. I listened as plans were discussed to turn my designs into printed, marketable products. On the drive back, Kim offered me a full-time internship for the summer. I accepted without hesitation. Working full-time over the summer gave me the time and space to grow technically as a designer. I became comfortable transforming abstract ideas (like designing a submarine-themed robot costume?) into rough sketches, then Adobe outlines, and finally polished products. I learned the fundamentals of UI/UX design and created Figma designs from scratch, including layouts that were later used for our teacher dashboard. Beyond design, I was invited into many other areas of the company. I contributed to a crowdfunding plan, helped create a brand story video, explored product photography, designed manuals and packaging, managed blog content, and began supporting marketing and communications efforts under the guidance of Roversa’s COO, Karin Little. Each experience added a new layer to my understanding of how ideas move from imagination to impact.
My time at Roversa Robotics has allowed me to wear many hats, take on meaningful responsibilities, and grow into myself in the process. I learned that world building is not just about colors, fonts, or characters—it’s about the message those elements communicate. Visuals carry values. They tell stories. They hold hope. At Roversa, every design choice is made with the intention of making computer science feel welcoming, inclusive, and possible for every student. Being part of building that world has shaped not only how I see design and education, but how I see my own ability to create something that matters. Written by Sona Tomy Intern, Roversa Robotics Every journey has a starting point. Not a product launch or a business plan—just people showing up with ideas and a willingness to try things. For Roversa, the VSTE conferences were a critical part of that journey. Long before Roversa Robotics existed, VSTE was where ideas were shared, tested, and improved through conversations with other educators. It was a place to see what teachers were building and what still needed to be figured out. Over time, VSTE became a space to explore new tools, rethink how computer science could fit into K–12 classrooms, and learn from educators doing the work every day. The focus of the conference has always been on supporting teachers to integrate technology, inspire learners, and foster innovation. Through hands-on spaces, teacher-led sessions, and informal conversations, VSTE brings educators together to share lessons learned, swap ideas, and try new approaches. That mindset shows up clearly in Roversa today. Our emphasis on creative problem-solving, project-based learning, and co-designing with teachers didn’t happen all at once. It grew from years of listening and learning alongside educators who care deeply about their students and their classrooms. Being back at VSTE this year felt like continuing a conversation that started years ago. The same values are still there: curiosity, collaboration, and helping teachers open new opportunities for their students through computer science. Roversa didn’t start as a company. It started with classroom ideas, educator conversations, and small experiments—many of them rooted in spaces like VSTE. That’s why this conference continues to matter to us.
Want to read Kim Wilkens, Roversa Co-founder’s, full personal reflection on her time at VSTE? Check out her blog post here: https://medium.com/@missbit/a-view-of-entrepreneurship-my-adventures-at-vste-ab88485e64d7 As part of Cátedra Europa, an annual academic and cultural event organized by Universidad del Norte that serves as a bridge between the Colombian Caribbean and the international academic community, the 5th Ibero-American Seminar on Computational Thinking was held. The seminar featured a wide range of presentations, lectures, and workshops. Among them stood out the workshop titled “Exploring Computational Thinking with Roversa: Build, Customize, and Teach”, a practical and creative space that brought together participants from diverse disciplines to explore new ways of integrating computational thinking into education from the earliest levels. The workshop was led by Paola Harris Bonet and Alejandro Espinal Duque, members of the Global Center for Equitable Computer Science Education, who introduced Roversa, a low-cost educational robot designed to promote the development of computational thinking in children through playful, creative, and hands-on experiences. A Collaborative and Interdisciplinary Experience The session included students from various undergraduate programs and regions, as well as participants from the Design and Education programs at Universidad del Norte. This diversity of backgrounds enabled a truly interdisciplinary exercise in which design and pedagogy converged to create meaningful learning experiences. Over the course of two hours, participants experienced the full process of building the robot—from assembling Roversa to customizing it with costumes and thematic settings. The activity was guided step by step through the identification of components, understanding the robot’s functioning, and conducting basic tests. Once assembled, each group brought their Roversa to life by incorporating elements of creativity, storytelling, and pedagogical exploration. From Assembly to Imagination
Beyond the technical aspects, the workshop emphasized the pedagogical potential of Roversa as a tool to foster creativity, problem-solving, and collaborative work in the classroom. Participants reflected on the importance of introducing robotics and computational thinking from early childhood, laying the cognitive and creative foundations necessary for future learning in computer science and other disciplines. During the customization phase, participants decorated and dressed their robots using a variety of materials—colored paper, textures, and markers—transforming each Roversa into a unique and versatile educational tool. This process sparked ideas on how robotics could be integrated into different subjects and narratives, demonstrating its adaptability in areas such as language, art, and science. Toward a More Equitable and Creative Computer Science Education The workshop concluded with a collective reflection on Roversa’s potential as a resource for inclusive and equitable learning. Both teachers and students shared strategies for adapting robot-based activities to different educational contexts, highlighting its accessibility and usefulness in settings with limited technological resources. For facilitators Paola Harris Bonet and Alejandro Espinal Duque, this experience represented a concrete example of how creative design and educational technology can come together to make computational thinking more accessible, engaging, and meaningful for all learners. How can we make computer science (CS) accessible to every student? Sometimes, the answer isn’t in the latest high-tech gadget — it’s in your recycling bin.
At SIPECO 2025 (the Ibero-American Seminar on Computational Thinking), we explored this very idea through an interactive workshop titled “CS-Powered Cardboard Creations.” Together with educators, researchers, and students from across Latin America, we reimagined how to bring computational thinking to life using simple materials, creativity, and collaboration. Read all about the experience on MakeDo's Blog. Bonus content: What happens when you mix cardboard, stop-motion animation, and robotics? You get pure creative magic—and some seriously cool projects! Our latest stop in the Where in the World series takes us to Charlottesville, Virginia, where Tech-Girls, Light House Studio, Roversa Robotics, and Makedo teamed up for a special Earth Day-inspired workshop: Robots Save the World. Who was there?
What was the challenge?This workshop encouraged participants to create with purpose. By upcycling cardboard, they saw the creative potential in materials that might otherwise end up in the trash. With Makedo tools and connectors, they built imaginative environments, props, and robot accessories—while also thinking about sustainability and reuse. The theme--Robots Save the World—was the spark for imaginative narratives and real-world problem solving. One group might animate their robot planting trees, another could build a cardboard ocean cleanup scene. Every story was an opportunity to show how tech and environmental stewardship can go hand in hand. Why does it matter? One of the best parts of collaborating with Light House Studio is how they help us connect storytelling with computer science. Many participants come in excited to make something creative, but may not yet feel confident coding or building robots. Framing the experience around telling a story makes it more inviting and meaningful. Suddenly, the challenge becomes, “How do I get my robot to bring this idea to life?” And that’s where the real learning begins.
As the founder of Tech-Girls and co-founder of Roversa Robotics, I was thrilled to bring these two communities together for the first time. Pairing Roversa’s versatile robotics platform with Makedo’s cardboard construction tools created the perfect playground for invention. Want to see the magic in action? 🎬 Watch the Robots Save the World projects 🎥 And check out behind-the-scenes fun from a past Tech-Girls & Light House Studio Palentine’s Day workshop This past week, our classroom came alive with the energy of exploration, problem-solving, and plenty of celebrations as we kicked off our computer science curriculum in CTE using Roversa robots. One of the best parts about using the Roversa robots was how easy they were to implement into a lesson. Students didn’t need a long introduction to coding—instead, they learned how to program as they went. The robots offered an accessible entry point into computer science, making it simple for students to engage right away. Students were introduced to the concept of pseudocode as they worked to move their robots to different spots around the room. Along the way, they experienced moments of both success and failure—valuable opportunities to practice persistence and refine their strategies. Through this activity, students learned important computer science fundamentals such as sequencing, critical thinking, and problem-solving. Each group was challenged to code their robots toward specific classroom targets, ultimately racing toward the finish line. What stood out most was the level of engagement and collaboration. The classroom was filled with excitement—cheers and celebrations erupted as teams successfully guided their robots to their goals. This hands-on experience not only introduced students to coding but also highlighted the importance of teamwork and resilience. The Roversa robots proved to be a fantastic, easy-to-use tool to launch our journey into computer science this year.
We cannot wait to see what else we can do with these amazing robots! Guest blog post from Joe Beasley, CTE Teacher, Goochland Middle School From Virginia to Montréal, Roversa Robotics has been on the move—connecting with educators, researchers, and innovators to share tools, insights, and ideas that advance computer science education. At VSTE in Virginia Beach, Roversa joined the CodeVA Playground and contributed to two impactful sessions:
At ASEE in Montréal, we shared our Low-cost Educational Robotics (LCER) Design Framework, created to guide researchers and designers in developing robotics platforms that are adaptable, affordable, and accessible to all learners. Read the full paper here At CSTA in Cleveland, we co-presented Zero to Robots: Engaging Elementary Educators in CS Education with Kelly Baer of Salem City Schools. We shared how Roversa empowers elementary teachers with the tools and confidence to bring robotics into their classrooms. Read the case study here. These events reinforced what drives us at Roversa: the power of collaboration, creativity, and accessibility in computer science education. Whether we're in classrooms or conference halls, we’re committed to helping educators bring robotics to life in ways that are meaningful, multilingual, and inclusive.
Want to be part of the movement? Join the Global Center for Computer Science Education community and reach out to see how Roversa can support your teaching and learning goals. |
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