Once a solution is intuitively synthesized in the hands on area, learners are encouraged to move to the ‘robot phase’. This area is named after the star character, the robot, which is a human-like representation of a computer. Learners are encouraged to build a program that instructs the robot (i.e. computer) to precisely solve the problem. Learners can address the orders to the robot by dragging and dropping instructions from a toolbox into a script area. In order to avoid exposing students to a complex programming language-like syntax, commands are graphically represented by images and icons. Learners are provided with the opportunity to focus on the development of an algorithmic solution without being distracted by issues closely related with syntactical errors. The execution of the script can be visualised in the ‘effect zone’. Learners may modify the script upon visualization to correct errors or to implement a more efficient solution [28].