The RoboSteamSen project (2023-1-ES01-KA220-SCH-000155379) is co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA).

Thymio Educational Robot

Typology
Technological
Resource description
Thymio is an open-source educational robot designed to teach programming and robotics concepts. It features a variety of sensors and actuators, allowing for interactive learning experiences. Thymio supports both visual and text-based programming languages, making it accessible for learners with diverse needs.
Sample of use in education with students with IDD
Sample Use Case: Thymio Robot for Students with IDD
Setting:
A special education classroom in a mainstream primary school, including students aged 8–12 with IDD (e.g., Autism Spectrum Disorder, Down syndrome, developmental delays).

Educational Goals
Foster social communication and cooperative play.

Develop basic programming and logical reasoning skills.

Encourage cause-effect learning and problem-solving.

Improve focus, motor planning, and emotional regulation.

Setup & Tools
Thymio Robot (preloaded with Aseba software and VPL – Visual Programming Language).
Tablet or laptop with a simple, visual programming interface.
Color markers and printed paths for movement activities.
Visual schedules and task cards for step-by-step instructions.

Sample Activity: "Emotion Explorer with Thymio"
Objective: Help students recognize emotions and understand cause-effect using Thymio’s color signals.

Step-by-Step:
Introduction to Thymio’s Colors
Red = Angry
Blue = Sad
Green = Happy
Yellow = Excited
Show students the robot displaying each color, paired with facial expression cards and voice cues.

Emotion Scenarios
Teachers present short social stories (e.g., “Ali lost his toy. How does he feel?”).
Students choose the emotion and program Thymio to display the corresponding color.
Cause-Effect Programming
Students use VPL (Visual Programming Language) to link inputs (e.g., pressing Thymio’s front sensor) to outputs (change of color + sound).
Interactive Role-Play
Students take turns triggering emotions on Thymio, then acting out appropriate responses (e.g., comforting “sad” Thymio).
Sensory Break Option
Students who need sensory regulation can guide Thymio along colored lines or obstacle courses, helping them reset and refocus.

Outcomes Observed
Increased emotional awareness and vocabulary.
Enhanced engagement and participation, especially for non-verbal learners.
Improvement in turn-taking and peer interaction.
Students showed growing independence in using simple commands and problem-solving with Thymio.
Difficulties to which it could be applied
Executive Functioning and Flexibility, Repetitive Behaviors and Restricted Interests
  • Mental rigidity, need to follow routines
  • Repetitive behavior
Social Communication Challenges, Emotional Regulation
  • Sharing of interests, emotions, or affect
Repetitive Behaviors and Restricted Interests, Specialized Skills and Talents, Executive Functioning and Flexibility
  • Fixed Interest
Sensory Processing and Sensitivities
  • Sensory overload
  • Hyper-responsiveness
Repetitive Behaviors and Restricted Interests, Sensory Processing and Sensitivities
  • Specific sensory preferences
Learning and Cognitive Challenges
  • Individualized learning strategies accommodations
  • Cognitive Abilities
Emotional Regulation
  • Understanding Emotions
Executive Functioning and Flexibility, Learning and Cognitive Challenges
  • Unability to follow instructions and rules
  • Time management
  • Sharing a common focus
  • Organization and planning of tasks and activities
Executive Functioning and Flexibility
  • Managing transition and adaption to changes and new situations
Emotional Regulation, Social Communication Challenges
  • Use of nonverbal cues
  • Problems initiating and maintaining conversations
  • Expressing Feelings
Learning Objetives
  • Emphasize self-reliance
  • Enhancing Sensory Regulation Strategies
  • Executive functions
  • Facilitating Peer Interaction and Social Interaction Skills
  • Improving Attention and focus
  • Improving Social Communication Skills
  • Learning Technology concepts
  • Promoting Flexibility and Adaptability