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Maker Zone
It focuses on developing creativity, creating ideas, teamwork, prototyping, planning, and the like. The infrastructure allows for developing specific skills through project-based learning, Tinkerlab, computational thinking, teaching by inquiry, and learning by doing.
To encourage creativity, design, and innovative materials in the classroom.
Stage Zone
It focuses on sharing skills and knowledge acquired among students by promoting debate and feedback. With the help of projection equipment, there can be exhibitions, presentations, case studies, collaborative work, and the like.
Not only to explain and present, but also to collaboratively research and experiment.
THE RTCI EXPERIENCE
An RTCi experience is a education digital transformation framework that provides institutions with innovative educational experiences.
The RTCi experience must be developed in suitably equipped spaces. They are usually divided into four developmental zones that favor the face-to-face interaction of students with technical support.
INFORMATION
ABOUT THE HP VIRTUAL EXPERIENCE 
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Proin vel sem id sapien tincidunt ultrices et et lorem. Suspendisse ultrices tristique ante, quis rhoncus nibh iaculis vitae. Mauris gravida sed dui ac gravida. Sed ultricies nisi metus, in ultricies ligula facilisis sit amet. Etiam id ex quis felis lobortis tristique. Phasellus vel porttitor tortor, sit amet pellentesque turpis.
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Thinking Zone
Focuses on the student as an individual. Activities such as brainstorming, discussion panels, debates, and forums can be generated with tranquility and small group dialogue.Stage Zone
For open and flexible student relaxation and reflection, where they can ease their minds.
Design Zone
Encourages group learning to produce or create information. Critical thinking and problem-solving skills will develop from a teamwork perspective: design thinking, problem-based learning, mind maps, and collaborative work.
Inspired by "Co-working" environments, where greater benefit is obtained through teamwork.
BENEFITS
The Think area is made of flexible, comfortable, and informal sitting areas and a large monitor or Interactive Blackboard Device where students can explore both digitally, as with traditional materials, while they brainstorm to solve real life issues.
REINVENTING THINKING
Students leverage the Think zone to achieve knowledge by empowering their learning, in an innovative space for the mind to explore and find new ways.
COMPETENCES
Brainstorming  | Manage, Save and Share information | Problem Solving | Group collaboration | Information and data literacy.
OBJECTIVE
Evolve their cooperative learning and collaboration skills, as well as problem-based learning.
ACTIVITY
Deep dive on the biggest climate change issues and their impact, brainstorming with others on creative solutions.
THE CLASS PROJECT: GENERAL DESCRIPTION
Through targeted research, students focus on real life issues as Climate Change. Working in groups, they have to create the mock-ups of their solutions, as a solar panel truck, using construction materials and Arduin programming and coding.
GENERAL OBJECTIVE
Fostering connected learning through collaborative knowledge creation. Using the Project-Based Learning methodology in the subjects of Natural Environment, Plastics and Computer Science, K6 students are challenged to find Climate Change solutions and learn to use Arduin coding.
REINVENTING DESING
Students leverage the Design zone to become digital citizens and innovative designers, working together using technology to explore the possibilities.
ACTIVITY
Together with their group, primary school students explore Arduin coding and simple led circuits that will empower their climate change solution mock-ups models.
OBJECTIVE
Information processing and organizing work and learning environments.
BENEFITS
By using HP ProBooks with digital ink, students learn how simple LED circuit work.
COMPETENCES
Critical Thinking | Design Thinking | Digital Citizen | Knowledge Constructor | Innovative Designer | Computational Thinker | Creative Communicator | Global Collaborator.
ACTIVITY
Create digital LED circuits with Arduin coding and mock-up models of their solutions, as smart bike tracks, sustainable food transport systems like solar panel tracks.
REINVENTING MAKING
Students leverage the Maker Zone to become computational thinkers and constructors, in a space where creativity is unleashed, using the most advanced materials and technology.
OBJECTIVE
Choosing, configuring, and programming digital devices to enhance their solutions mock-up models. 
BENEFITS
Students are the owners of their learning process, and can leverage any technology of the Maker Zone, as 3D printing and coding, as well as construction materials.
COMPETENCES
Content creation | Creativity and Innovation | Ideation and prototyping | Innovative Designer | Computational Thinker
COMPETENCES
Personal Growth | Creative Communicator | Global Collaborator | Empowered Learner
BENEFITS
Learning by doing makes the experience unforgettable. But it is not until the learning experience has been shared and debated, that such learning is utterly interiorized, by teaching others, through the presentation devices and grades that reinforce collaboration. 
ACTIVITY
Sharing the solutions to climate change that each group developed, using both the physical mock-up models, as blog posts, posters, videos which are saved in their classroom teams. 
REINVENTING STAGING
Students leverage the Stage Zone to develop their creative communicators and global collaborators skills, by sharing an unforgettable experience, with an independent, powerful voice.
OBJECTIVE
Interiorize students learning experiences by presenting them to their teachers and the rest of the classroom, debating ideas and refine their oratory and argumentation skills, as well as create content for the chosen digital channels to showcase these solutions.
THE CLASS PROJECT: GENERAL DESCRIPTION
Students create a digital pet that expresses its preferences for food and emotional state.
GENERAL OBJECTIVE
Learn using RFID cards and develop empathy and conscience of the impact of ecosystems on the studied animals.
BENEFITS
Learning by doing makes the experience unforgettable. But it is not until the learning experience has been shared and debated, that such learning is utterly interiorized, by teaching others, through the presentation devices and grades that reinforce collaboration.
ACTIVITY
Make digital pets using different materials which include 3D printed elements and RFID technology.
ACTIVITY
Sharing the digital pets that each group developed, using both the physical models with their integrated technology, as blog posts, posters, videos which are saved in their classroom teams.
COMPETENCES
Innovative Designer | Computational Thinker | Content creation | Creativity and Innovation | Ideation and prototyping | Group Collaboration
OBJECTIVE
Choosing, configuring and programming digital devices to perform the task.
REINVENTING STAGING
Students leverage the Stage Zone to develop their creative communicator and global collaborator skills, in a space where they share an unforgettable learning experience with an independent, powerful voice.
COMPETENCES
Empathy Skills | Cooperative learning | Citizenship, habits and civic-mindedness | Oral communication | Acting critically and responsibly with the environment
REINVENTING MAKING
Students leverage the Maker Zone to develop their computational thinker and constructor skills, in a space where creativity is unleashed using the most advanced materials and technology. 
BENEFITS
Manage intermediate functioning of advanced technologies as RFID cards that react to the stimuli that pets are presented with, reacting in different ways, according to the behavior that students researched in the Design Zone.
REINVENTING THINKING
Students leverage the Think Zone to achieve knowledge and empower their learning process in an innovative space for the mind to explore and find new ways.
ACTIVITY
Design the group projects, learning how to implement RFID chips to express their needs. 
ACTIVITY
Search, share information and brainstorm on how pets express their feelings and necessities. 
OBJECTIVE
Choosing, configuring and programming digital devices appropriate to the task being performed and engage in group activities using virtual collaborative 
work tools and environments.
REINVENTING DESING
K12 students leverage the Design Zone to become digital citizen and innovative designers, working together, using technology to explore the possibilities. 
OBJECTIVE
Engaging in group activities using virtual and interpersonal collaborative work tools and environments.
COMPETENCES
Information processing and organizing work and learning environments | Interpersonal communication and collaboration.
BENEFITS
Organizing and using a personal and group work and learning environment with digital tools to perform in the knowledge society.
BENEFITS
The flexibility of the Design Zone allows students to deep dive and get their teachers and peers help to learn about pet expressions and RFID cards technology, while they participate in interpersonal communication and virtual publications to share information.
OBJECTIVE
Fostering different forms of expression knowledge and respect, interiorizing their learning outcomes by debating and argumenting their views.
COMPETENCES
Information processing, organizing work and learning environments | Interpersonal communication and collaboration | Crital Thinking | Design Thinking | Digital Citizen | Knowledge Constructor | Innovative Designer | Computational Thinker 
BENEFITS
Organizing and using a personal and group work and learning environment with digital tools to perform in the knowledge society.
COMPETENCES
Design Thinking | Brainstorming | Information processing | Interpersonal communication and collaboration.
ACTIVITY
Students study different types of sailing boats and the singularities of catamaran, searching, saving and sharing information, bookmarking pages on Microsoft Bing and refining the roles of group collaboration.
REINVENTING THINKING
Students leverage the Think Zone to evolve their knowledge and empower their learning, in an innovative space for the mind to explore and find new ways.
OBJECTIVE
Engaging in group activities using virtual and interpersonal collaborative work tools and environments.
THE CLASS PROJECT: GENERAL DESCRIPTION
Students proof the principles and laws of floating and sailing by making catamaran mock- ups of different sizes and then design how winds, streams and the catamaran surface size affects its sailing, by experimenting and applying the laws of physics.
GENERAL OBJECTIVE
Students will deepen their technological knowledge to make a catamaran as a real engineering project, allowing them to work on science, technology, engineering, art and math in this project, while sharing the learning outcomes and experience.
REINVENTING MAKING
Students leverage the Maker Zone to evolve their computational thinker and constructor skills, working in groups in a space where creativity is unleashed using the most advanced materials and technology.
ACTIVITY
Students build the catamaran and integrate a Bluetooth device to control it using a smartphone. Additionally, they test the boat buoyancy using water and fans. 
COMPETENCES
Sense of initiative and entrepreneurship | Develop strategic skills | Problem solving | Content creation | Digital media skills | Technical skills
OBJECTIVE
Choosing, configuring, and programming digital devices to produce digital documents.
BENEFITS
Students leverage the Design Zone to evolve their personal and group mastery of digital tools to evolve in the knowledge society.
ACTIVITY
Design a catamaran in 3D and calculate the buoyancy of their chosen catamaran.
REINVENTING DESING
Students leverage the Design Zone to evolve their digital citizen and innovative designer skills, working together and using technology to explore new possibilities.
OBJECTIVE
Fostering diverse culture knowledge and respect, interiorizing their learning outcomes by debating and argumenting their views.
BENEFITS
Students leverage the Stage Zone by engaging in group activities using virtual collaborative work tools and environments.
ACTIVITY
Present the learning outcomes by sharing their catamarans and Bluetooth programming of buttons for voice control, with an accelerometer. 
COMPETENCES
Cooperative learning | Oral communication | Linguistic communication | Learning to learn | Social skills
REINVENTING STAGING
Students leverage the Stage Zone to evolve their creative communicator and global collaborator skills, sharing an unforgettable learning experience with an independent, powerful voice.
COMPETENCES
Ideation and prototyping | Innovative Designer | Computational Thinker | Advanced content creation | Creativity and Innovation | Group Collaboration
OBJECTIVE
Deepen students' programming digital devices to perform the task and experiment the laws of physics with their catamaran models.
BENEFITS
Master advanced functioning of technologies as bluetooth devices and AppInventor developing.
Thank you for your interest in the HP RTCi program. 
Please complete this form and we will be in touch to set-up a Readiness Assessment and work with you to create a strategic action plan based on your needs.