Tech Tinkerer Computer, Coding, AI and Robotics Book – Class 4 | ICSE Aligned


“Tech Tinkerer” for Class 4 students is an innovative textbook that seamlessly integrates the essential skills of coding, artificial intelligence (AI), robotics, and ICT (Information and Communication Technology) in an interactive and engaging manner. Crafted to resonate with the evolving needs of 21st-century education, this book is a vital tool for developing problem-solving abilities and helping students to effectively interact with and understand technology.

  • Education Board Alignement – ICSE (Indian Certificate of Secondary Education)
  • Number of Pages – 122
  • Number of Chapters – 9
  • Number of Lab Activities – 25
  • Software and Hardware Used – Windows 10, Tux Paint, MS Word, MS PowerPoint, PictoBlox Block Coding, Quarky Robot
  • Competition – Access to Codeavour – The global AI, Coding and Robotics championship to foster creativity, innovation and entrepreneurial skills among students of age 7 to 18 years to raise awareness about UN Sustainable Development Goals.
  • Technologies Covered – Computer Basics, Coding, Artificial Intelligence, and Robotics
  • Certification – Submit 10 lab activities online to get digital certificate accredited by STEMpedia, and ARTPARK.

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Empowering Kids with the Right Future Skills

Computer Fundamentals

Coding and Algorithms

Artificial Intelligence

Computer Fundamentals

Coding and Algorithms

Artificial Intelligence

Fun with Robotics

Explore MS Office

Game Development

Fun with Robots

Explore MS Office

Game Development

Inside the Book

Icon for 21st century skills

21st Century Skills

Chapters and activities designed to impart skills pertinent to the evolving technological landscape of the 21st century.

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Master Coding and AI Skills

Build competency in computational thinking, coding and artificial intelligence with hands on activities.

Badge for Activity Based Learning

Activity-Based Learning

Incorporating 25 hands-on activities and theme-based learning that make learning both fun and intellectually stimulating.

Icon of Quarky board

Learn with Quarky Robot

Interactive sessions with the Quarky robot enhance engagement and maintains a high level of interest.

Icon of PictoBlox

PictoBlox AI Software

Learn the art of coding through block coding in PictoBlox, a premier tool for young learners. Students also receive 3000 AI credits for PictoBlox.

Badge for Certificate

Codeavour Competition

Exclusive access to Codeavour – the AI and Robotics Competition, with the opportunity to represent India on the global stage at Dubai.

Software and Hardware Used

Windows 10

Tux Paint

MS Word 16/19

MS PowerPoint 16/19



Chapter-wise Learning Outcome

#ChapterLearning OutcomeActivitiesTool Used
1 Know Your ComputerDeveloping a foundational understanding of data, memory types, and essential Windows 10 operations for effective computer use.2Windows 10, File Explorer
2Fun with PaintLearning creative skills using MS Paint and Tux Paint, including image editing and designing digital art.3MS Paint, Tux Paint
3Basics of Coding and AlgorithmMastering the fundamentals of algorithms, programming basics, and decision-making processes in PictoBlox for budding coders.6PictoBlox
4Introduction to MS WordEnhancing text formatting and document presentation skills using various features of MS Word.2MS Word
5Introduction to PowerPointDeveloping presentation skills through designing and creating impactful PowerPoint presentations.2MS Excel
6The InternetGaining comprehensive knowledge about internet connectivity, network basics, and essential internet safety practices.0PictoBlox
7Fun with RoboticsExploring the fascinating world of robotics, learning about the Quarky robot and its features, and understanding basic robotic operations.5Quarky
8Fun with AILearning the basics of artificial intelligence, exploring AI in everyday life, and experimenting with simple AI-based applications.2PictoBlox AI
9Stepping into the World of Game DesignDeveloping game design skills, understanding game rules, and creating engaging games using programming concepts.3PictoBlox

Lab Activities in the Book

The book includes a range of lab activities in each chapter, designed to reinforce theoretical concepts through practical, hands-on experience.

Lab ActivityNameLearning Outcome
Lab Activity 1Playing with Windows GUIDeveloping skills in personalizing and customizing the Windows 10 desktop environment.
Lab Activity 2Manage My FolderMastering the management of files and folders in Windows 10, including creation, naming, and organization.
Lab Activity 3Greeting Card in MS PaintCreating digital greeting cards using MS Paint, enhancing creativity and design skills.
Lab Activity 4Animal Collage in PaintDeveloping artistic abilities by creating a poster featuring wild animals in MS Paint.
Lab Activity 5My Nature Scenery - MS PaintLearning to illustrate vibrant scenes, specifically a school bus setting, using Tux Paint.
Lab Activity 6Bringing Tobi to Life with AnimationExploring digital animation by animating the sprite Tobi in PictoBlox.
Lab Activity 7Working with ConditionsGaining proficiency in coding with PictoBlox through interactive scripting involving conditions.
Lab Activity 8Grade CalculatorCreating a grade calculator using PictoBlox to understand and apply programming conditions.
Lab Activity 9Reciting Tables with LoopsAdvancing coding skills in PictoBlox by learning about loops and their applications in multiplication tables.
Lab Activity 10Addition BotDeveloping arithmetic operation skills in coding by creating an automated addition bot in PictoBlox.
Lab Activity 11Bouncing TobiApplying division and multiplication in programming to animate a bouncing Tobi in PictoBlox.
Lab Activity 12 & 13Practicing Word with MonkeysEnhancing MS Word skills by creating a document about monkeys with text formatting and image insertion.
Lab Activity 14 & 15MS PowerPoint PresentationDeveloping presentation skills by creating PowerPoint slides on various topics, focusing on creativity and research.
Lab Activity 16Traffic Light with QuarkyLearning to create a Traffic Light script with Quarky, exploring custom pattern displays.
Lab Activity 17Digital Dice with QuarkyCreating a dice-rolling game using PictoBlox and Quarky, integrating coding and interactive gameplay.
Lab Activity 18Fun with Music – Dance PartyUtilizing Quarky’s touch pins to create an interactive dance party featuring lights, music, and animation.
Lab Activity 19Principles of Colour and Light MixingExploring the RGB colour model and light mixing principles with Quarky’s LED matrix.
Lab Activity 20LED Looping Pattern with QuarkyLearning to create inverted looping patterns on Quarky’s LED display.
Lab Activity 21Finger Tracing with AIDelving into human body detection in AI with a focus on finger tracing using PictoBlox.
Lab Activity 22Clown Maker with Human DetectionUsing human body detection in PictoBlox to create a clown effect with real-time nose tracking.
Lab Activity 23Beetle in the MazeDesigning a maze game in PictoBlox, focusing on game design and keyboard-based controls.
Lab Activity 24 & 25Coin Collector GameCreating an advanced coin collector game in PictoBlox, incorporating elements of arithmetic and interactive gameplay.

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Tech Tinkerer is the book your child needs to start their journey in technology. Equip them with the skills of tomorrow, today!

FAQs on Tech Tinkerer - Class 4 Book

‘Tech Tinkerer’ is a comprehensive educational book tailored for Class 4 students. It focuses on imparting essential skills in coding, artificial intelligence, robotics, and ICT through a mix of conceptual learning and practical activities.

The book delves into four key areas: ICT, coding, artificial intelligence, and robotics. It provides a balanced mix of theory and hands-on activities to ensure students gain a solid understanding of these critical 21st-century skills.

‘Tech Tinkerer’ aligns closely with the ICSE curriculum guidelines for Class 4, covering key concepts and practical applications in a comprehensive manner.

  1. Computers – Storage and Memory: The book covers data and information, data storage units, and differentiates between internal and external memory. It aligns with the ICSE curriculum by helping children differentiate between data and information, describe different data storage units, and list primary and secondary data storage devices.
  2. GUI Operating System – Desktop Management: It includes activities for customizing the Windows setup, reinforcing the ICSE guidelines on recalling the features of OS and GUI, and using the Task Bar and Quick Launch Bar.
  3. Tools of Word Processor: The book provides hands-on experience in editing and formatting documents in MS Word, aligning with the ICSE outcomes of using various features of editing and formatting and preparing, previewing, and printing documents.
  4. The Internet – Web Browser: ‘Tech Tinkerer’ includes chapters on Internet safety and responsible browsing, aligning with ICSE’s guidelines on understanding web browsers, using search engines effectively, and making responsible decisions while browsing.
  5. Presentation Software – An Introduction: The book covers the use of PowerPoint, teaching students to choose appropriate layouts, create, add text, and navigate between slides, in line with ICSE’s objectives of explaining the purpose of presentation software and presenting slide shows.
  6. Step-Wise Thinking: The book’s focus on problem-solving and algorithmic thinking aligns with ICSE’s emphasis on analysing tasks, breaking them into simple steps, and predicting possible solutions.
  7. Features of File Management: It covers managing files and folders in a computer system, teaching skills such as copying, moving, renaming, and deleting files and folders, which is in line with the ICSE curriculum’s objectives.

In summary, ‘Tech Tinkerer’ provides a holistic approach to computer education that is in sync with the ICSE guidelines, ensuring that students not only understand but also effectively apply these concepts in real-world scenarios.

The content of ‘Tech Tinkerer’ aligns with the National Education Policy 2020 by focusing on creativity and innovative thinking. It encourages students to become creators of technology through hands-on activities, fostering a deeper understanding and application of technological concepts.

The practical learning section includes 25 lab activities covering ICT, coding, AI, and robotics. Each activity provides objectives and step-by-step explanations to engage students in practical exploration and application of the concepts learned.

The Capstone Project is a significant component of the book, where students apply their acquired skills in computer science, coding, AI, and robotics in the Codeavour Competition. This global contest encourages innovation and creativity, allowing students to explore diverse themes and tracks.

No prior knowledge in coding or robotics is required to start with this book. It introduces all concepts from the basics, making it suitable for beginners. The book gradually progresses to more complex topics, ensuring a smooth learning curve for students who are new to these subjects.

The conceptual learning section integrates classroom demonstrations and a variety of exercises like multiple-choice questions, fill-in-the-blanks, match the following, subjective questions, higher order thinking questions, puzzles, and more to solidify students’ understanding of each chapter.

The book includes a range of assessments and quizzes, such as multiple-choice questions, fill-in-the-blanks, subjective questions, puzzles, and higher-order thinking questions. These are integrated into each chapter to evaluate and reinforce the students’ understanding of the material.

The activities in the book require the use of various tools and software, including PictoBlox for coding exercises, MS Word and MS Excel for computer literacy, and the Quarky Robot for robotics projects. These tools are chosen for their educational value and ease of use for young learners.

Quarky is a robotic tool used in various lab activities within the book. It is designed to provide hands-on experience in robotics, helping students understand basic robotic functions and control mechanisms. Through activities involving Quarky, students learn about robotics in an interactive and engaging manner.

PictoBlox is a graphical programming software introduced in the book. It’s used in several lab activities to teach coding and programming concepts. PictoBlox’s user-friendly interface makes it an effective tool for introducing students to programming, allowing them to create animations, games, and more.

Tech Tinkerer ICSE Aligned Books - ICT, Coding, AI and Robotics