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FIRST® LEGO® LEAGUE

FIRST® LEGO® LEAGUE

FIRST® LEGO® LEAGUE

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What is FIRST® LEGO® LEAGUE?

FIRST® LEGO® League is a versatile, cross-curriculular experience, which utilizes educational robotics. FLL® offers the contents and assignments for the annual challenges, which are suitable for comprehensive school and hobby clubs. Previous experience on programming and robotics is in not required.

Guided by adult Coaches, FIRST LEGO League teams research a real-world problem such as food safety, recycling, energy, etc., and are challenged to develop a solution. They also must design, build, program a robot using LEGO MINDSTORMS® technology, then compete on a table-top playing field. The tournaments are also a great place for meeting other teams interested in science and technology, and having fun. FIRST® LEGO® League is a global program operated by local partner organizations responsible for each area's FLL-tournaments.


Age Range5-7, 8-10, 11-13, 14-16
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Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland, 08/2018

EAF Evaluation is an academically-backed approach to evaluating the pedagogical design of a product. EAF evaluators assess the product using criteria that covers the most essential pedagogical aspects in the learning experience.
Passive
Active
Progression and developement in FLL is fully based on the students' own activity. The students can set their own goals within the boundaries of FLL rules, the annual theme and the used technology platforms. The teacher's role is to coach the actions, but the students are in the core of setting goals and reflecting learning.
Rehearse
Construct
Success in the FLL challenge is based on the ability gain, understand and adapt knowledge in creative problem solving tasks. Activities in the challenge are very goal oriented, so the seeking and adapting new information guides towards learning new skills by doing.
Linear
Non-linear/Creative
The FLL challenge provides a setting for an unlimited, creative learning process. The project can be easily adjusted to the student's skill level. The competition gives clear goals and schedule for the learning activities.
Individual
Collaborative
Individual progress in the FLL Challenge is tied to team or group progress. Collaboration is a natural and essential part of all activities in the project and teaches the importance of teamwork. FLL is a global program, which provides a global community and resources to support the works of individual teams and national events.

Learning goals

Certified by Education Alliance Finland

The supported learning goals are identified by mapping the product against the selected reference curriculum and soft skills definitions most relevant for the 21st century.

  • Practicing to give, get and reflect feedback
  • Select from and use specialist tools, techniques, processes, equipment and machinery precisely, including computer-aided manufacture
  • Test, evaluate and refine their ideas and products against a specification, taking into account the views of intended users and other interested groups
  • Understand developments in design and technology, its impact on individuals, society and the environment, and the responsibilities of designers, engineers and technologis
  • Understand how more advanced electrical and electronic systems can be powered and used in their products
  • Understand how more advanced mechanical systems used in their products enable changes in movement and force
  • Select from and use a wider, more complex range of materials, components and ingredients, taking into account their properties
  • Participate successfully in an increasingly technological world
  • Investigate new and emerging technologies
  • Identify and solve their own design problems and understand how to reformulate problems given to them
  • Critique, evaluate and test their ideas and products and the work of others
  • Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
  • Understand how key events and individuals in design and technology have helped shape the world
  • Understand and use mechanical systems in their products
  • Understand and use electrical systems in their products
  • Use a variety of approaches, to generate creative ideas and avoid stereotypical responses
  • Practicing to notice causal connections
  • Practicing to create questions and make justifiable arguments based on observations
  • Developing problem solving skills
  • Practicing to plan and execute studies, make observations and measurements
  • Learning to recognise and evaluate arguments and their reasonings
  • Practicing strategic thinking
  • Creating requirements for creative thinking
  • Practicing to use imagination and to be innovative
  • Encouraging students to be innovative and express new ideas
  • Practicing to work with others
  • Learning to listen other people’s opinions
  • Learning to understand the meaning of rules, contracts and trust
  • Learning decision-making, influencing and accountability
  • Enabling the growth of positive self-image
  • Learning to face respectfully people and follow the good manners
  • Practicing to notice causal connections
  • Practicing to notice links between subjects learned
  • Learning to build information on top of previously learned
  • Learning to combine information to find new innovations
  • Encouraging to build new information and visions
  • Learning to face failures and disappointments
  • Encouraging the growth of positive self-image
  • Practicing persistent working
  • Learning to find the joy of learning and new challenges
  • Using technology resources for problem solving
  • Understanding technological system operations through making
  • Practicing logical reasoning, algorithms and programming through making
  • Using technology as a part of explorative and creative process
  • Using technological resources for finding and applying information
  • Understanding and practicing safe and responsible uses of technology
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Practicing to find, evaluate and share information
  • Practicing to use information independently and interactively
  • Learning to plan and design own written content and textual representations
  • Practicing logical reasoning to understand and interpret information in different forms
  • Learning to acquire, modify and produce information in different forms
  • Connecting subjects learned at school to skills needed at working life
  • Learning to plan and organize work processes
  • Practicing decision making
  • Select from and use a wider range of tools and equipment to perform practical tasks accurately

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Last updated 14th November 2024
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FIRST® LEGO® LEAGUE
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