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# Robotic Learning Apps
LEGO EV3 Programming App Takes the Stage at SXSWedu

By Laura McQuarrie | Published 2015-03-11 | Life-Stages
Source: Trend Hunter, https://www.trendhunter.com/trends/lego-ev3
References: [roboticstomorrow](http://www.roboticstomorrow.com/news/2015/03/09/-lego-education-demos-lego-mindstorms-education-ev3-app-at-sxswedu-2015-/5645/) & [education.lego](https://education.lego.com/en-us/learn/middle-school/mindstorms-ev3/teaching-resources/software/tablet-app)

If you've ever doubted the entertainment and education value of toys, the LEGO EV3 Programming app demoed at SXSWedu 2015 would definitely change your mind. The LEGO MINDSTORMS Education EV3 platform is designed for the classroom, aiming to make comprehension of learning material easy through [robotics and hands-on tutorials](https://www.trendhunter.com/trends/modern-educational-system). With this system, kids are taught key concepts in science, technology, math, engineering and computer science. Optimizing the flexibility, ease of use and intuitiveness of a tablet, the LEGO EV3 platform gives educators the power to introduce concepts in classes even as short as 45 minutes.

Coming soon to the iOS app store for tablets, the [education system](https://www.trendhunter.com/trends/lego-education-report) will be sold as part of the MINDSTORMS Education EV3 curriculum pack, which takes learning to the next level with other programming software for [computer-based learning](https://www.trendhunter.com/trends/codeventure).

## Trend Insights (Trend Hunter)

- Score: 2.6/10
- Popularity: 33% | Activity: 36% | Freshness: 8%
- Audience gender: 50% men, 50% women
- Primary generations: Gen Z, Gen Alpha
- Top markets: North America

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Life-Stages](https://www.trendhunter.com/life-stages) > [Youth](https://www.trendhunter.com/youth)

## Key Themes

### What's Driving This Trend

- **Robotics in Education:** Using robotics to enhance the learning experience and teach key concepts in science, technology, math, engineering, and computer science.
- **Hands-on Learning:** Engaging students in interactive and tactile learning experiences to improve comprehension and retention of learning material.
- **Tablet-based Education:** Leveraging the flexibility and intuitiveness of tablets to introduce educational concepts in a short amount of time.

### Who This Affects Most

- **Education:** Integrating robotics and technology into the classroom to create immersive learning experiences.
- **Toy:** Developing educational toys that combine entertainment and learning to engage children and encourage curiosity.
- **Software:** Creating educational software and applications that enhance learning through interactive and hands-on activities.

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