The teaching methodology was compiled by experienced qualified specialists, methodologists and psychologists, taking into account the psychological characteristics of children of different ages.

For first year students:

7-10 years old - initial acquaintance with the main equipment and the Scratch programming language, game tasks and examples, learning the basics of circuitry and 3D modeling

11-14 years old - compiling algorithms on Scratch to control robots, connecting ROBBO Laboratories and ROBBO Platforms, studying sensors, motors

For second year students:

7-10 years - programming applications using App Inventor, studying the board with Arduino sensors, creating labyrinths, getting to know basic physical laws, working with 3D models

11-14 years old - advanced App Inventor programming, learning LEDs, programming with sound and light effects, learning smart home programming

For third year students:

The program is designed for children aged 9-15 - learning the Unity editor Unity, creating a full-fledged computer game, taking into account all the features of objects and their principles of game interaction, studying audio and video effects, creating animated characters, full-fledged programming of a smart home and the Internet of things

SUBJECTS:The training program is built taking into account the individual needs of students. Depending on the age and level of training, which is established personally with each student, a study group is formed. Students can independently choose the direction they are most interested in and study the variable program in more depth.


Students are gradually immersed in the basics of programming, learning the main programming languages from the simplest to professional ones. The basics of animation, the creation of visual effects, algorithms are studied. Theory is constantly combined with practice, during which students create full-fledged games, mobile applications, robot control programs.


At the lessons of circuitry and microelectronics, students get acquainted with the basic physical terms and laws, as well as the design of sensors, electrical circuits and LEDs. Under the strict guidance of teachers, students install sensors on boards, connect resistors and learn in practice where and how the light comes from, how the air conditioner and the speaker work. Experienced students after graduation can independently program the work of a smart home.

ROBOTICSRobotics is one of the leading areas of the ROBBO Club, so its study is given special attention. Students get acquainted with the external and internal structure of the robot, program tasks and actions for the robot. After training, the robot of each student can independently move along a given trajectory and perform the necessary tasks: go through the maze, move objects, complete the planned route.

3D MODELINGA 3D printer is quite complex equipment, so at first, students are mainly introduced to its internal structure and programs for working with 3D models. Students are taught the basics of geometry and design: geometric space, three-dimensional figures, coordinate system. Students model various objects and use a 3D printer to create full-fledged toys, technical devices and useful devices from them.

At the end of the training, each student is given the opportunity to prove himself and show what he has learned at the festival at the end of the year, and there to receive a worthy award and recognition.

In addition to the main program, the ROBBO Club hosts various master classes, festivals and competitions, which anyone can come to. Each event is accompanied by a special theme and pleasant prizes and rewards for all participants!

Every season - in autumn, winter, spring and summer - a summer camp is organized on the territory of clubs and schools, where children in a playful way engage in educational intensives in robotics and programming, play outdoors with curators, organize cultural and entertainment events.

Join the ROBBO club network franchise!