Arduino Education nominated for Bett Award
January 20th, 2020—
The Arduino Engineering Kit has been nominated as a BETT Awards 2020 finalist in the “Higher Education or Further Education Digital Services” category.
About the Bett Awards
The Bett Awards are a celebration of the inspiring creativity and innovation that can be found throughout technology for education. The awards form an integral part of Bett each year, the world’s leading showcase of education technology solutions. The winners are seen to have excelled in ICT provision and support for nurseries, schools, colleges and special schools alike with a clear focus on what works in the classroom.
About the Nomination
The Arduino Engineering Kit, developed in partnership with MathWorks, is aimed at higher education engineering students. It features hands-on projects that will cover system modeling, controls, robotics, mechatronics, and other important engineering concepts.
Despite Arduino and MathWorks being some of the most widely used products in the engineering field all over the world, there wasn’t any product that was teaching how to integrate MATLAB and Simulink software with Arduino hardware. Thus, Arduino together with MathWorks saw this as an opportunity to join forces to develop a learn-by-doing kit that provided real world example usage scenarios to teach both the software and engineering fundamentals of the following:
- Control systems
- Image and video processing
- Physics and mathematics
The kit is built on its own Education Learning Management System (LMS) with step-by-step instructions and lessons. It comes in a stackable toolbox for storage and years of reuse. The student will have access to a dedicated e-learning platform and other learning materials, including a one-year individual license for MATLAB and Simulink.
Arduino at Bett:
Arduino CEO Fabio Violante says: “We are delighted to feature a series of new Arduino Education programs at BETT 2020 which will expand STEAM learning for lower secondary to university students. Our technology, programming, and curriculum content are creative tools — just like brushes and paint — that students can use as they become part of our next generation of scientists and artists.”