Helping to Support Teaching and Learning
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Vibrant Design
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The mat features a vibrant design of minibeasts, encouraging children to engage with programming tasks. Its interactive nature makes learning both fun and educational.
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Supports Science Learning
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Aligns with the Year 2 science curriculum by helping children identify and name various plants and animals in their habitats. Facilitates exploration of living things and their environments.
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Enhances Programming Skills
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Encourages children to create and debug simple programs, supporting Key Stage 1 computing objectives. Promotes computational thinking through hands-on interaction.
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Versatile Classroom Tool
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Combines computing and science education, offering a dual-purpose resource. Enriches scientific knowledge while enhancing computational skills, making it a valuable classroom addition.
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Computing Skills
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Supports Key Stage 1 computing by enabling children to create and debug simple programs. Encourages problem-solving and logical thinking through interactive play.
Loti-Bot Mat – Minibeasts
An educational mat for use in programming activities which features minibeasts illustrations.
Overview
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Enhance programming skills with this mat, designed to support learning about minibeasts and their habitats.
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Featuring detailed illustrations of commonly found minibeasts, children can develop their programming skills by being tasked to navigate to different insects. The mat can also be used to develop children’s basic geographical skills by reinforcing directions and locational language. With 15 x 15cm squares, each mat is compatible with Loti-bot, but can also be used with Bee-Bot and Blue-Bot.
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The mat supports Key Stage 1 education, enhancing computing and science skills. It encourages children to engage with programming tasks, promoting logical thinking and problem-solving. Its vibrant illustrations provide an engaging learning platform, seamlessly integrating technology into the classroom.
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Incorporating the Year 2 science curriculum, the mat helps children identify and name a variety of plants and animals in their habitats. This dual-purpose resource bridges computing with science, offering insights into ecosystems. It facilitates interactive learning where children explore living things and their environments.
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The mat supports computing curriculum by encouraging children to create and debug simple programs, enhancing computational thinking. With a focus on practical application, it serves as a versatile educational tool, actively engaging children while they learn essential skills.
Supports the National Curriculum
Computing, Key Stage 1
Create and debug simple programs.
Science, Year 2, Living Things & their Habitats
Identify and name a variety of plants and animals in their habitats, including microhabitats.
















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