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Robotics Extracurricular for Kids: What a School Robotics Club Teaches and How It Differs from a Coding Class

Published: 21.10.2026·Updated: 21.10.2026
Fajar Hidayat

Fajar Hidayat

Coding Curriculum Team, Algonova

Robotics Extracurricular for Kids: What a School Robotics Club Teaches and How It Differs from a Coding Class

A robotics extracurricular for kids at an Indonesian primary school (SD) is an after-school club, usually once a week for 60-90 minutes, where children aged 8-12 build small robots and program them to move on their own. Most of the time goes into building and testing. The programming uses Scratch-style visual blocks. A coding class takes only that programming part and goes deeper, without a robot kit.

What is a school robotics club?

In Indonesia it's called ekskul robotik: an extracurricular where kids build a robot from a kit, then write a program so it can do a task. At SD level the work is almost always in groups, with two or three children sharing one kit and one coach running the whole class.

The coach might be a school teacher or an outside provider the school has hired. That matters more than parents expect, because who teaches the club usually decides both the fee and the quality. If you want the basic meaning of the word first, see our glossary entry on robotics.

A club is not the same as a school subject. From the 2025/2026 school year, Coding and Artificial Intelligence (KKA) became an elective subject starting in grade 5, under Ministerial Regulation (Permendikdasmen) No. 13 of 2025 (detikNews). KKA is taught during school hours and doesn't require robots. The robotics club stays an optional extra. You can check where your school stands in our guide is coding and AI compulsory or optional.

What kids learn in a primary school robotics club

Kids learn to build, attach motors and sensors, and then program the robot with blocks. In most SD clubs the sequence looks roughly like this:

  1. Building a simple model: a car, a fan or an arm made from bricks and wheels. Kids learn to read assembly diagrams.
  2. Driving a motor. The first program is usually: go forward for 2 seconds, turn right, stop.
  3. Reading sensors. A distance sensor stops the robot before it hits a wall. A colour sensor lets it follow a black line (a line follower).
  4. Using logic: "if... then..." commands and loops. This is where the robot starts making its own decisions.
  5. Missions and competitions. The robot has to finish a task on a mat, such as pushing a block into a coloured box.

Take Bima, a grade 4 student. He needed three sessions to get his robot to follow a line. Building it took 20 minutes. The rest went on figuring out why it kept leaving the track on corners, and the answer was a colour sensor set too sensitive. Hunting down that kind of mistake is called debugging, and it's the skill kids actually take home.

Something clubs rarely mention: in a group of three, the fastest child often keeps the laptop while the other two just build. Ask your child who wrote the program this week.