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Transforming Learning Spaces with Toys, Infrastructure, and Playful Technology for Early Childhood Care and Education
Integrating Playful Technology and BaLA Concept into Anganwadis
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Wizbot for FLN and CT
This program uses affordable technology to teach FLN and CT to kids. It focuses on toy-based pedagogy with engaging activities.
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BaLA for Early Education
An initiative to transform traditional Anganwadi into smart learning centers infused with BaLA concept to enhance children’s learning experiences.
Transforming Anganwadi into Smart Learning Spaces
Incorporating the BaLA (Building as Learning Aid) concept in the traditional anganwadis with enhanced infrastructure, creating smart learning spaces for children aged 3 to 6 years. The interiors utilize three-dimensional space and the environment as child-friendly resources with educational toys and skill development tools for learning and growth.
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Before
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After
Wizbot - A Companion to Teach FLN and CT
Aligning with the vision of NIPUN Bharat Mission, we focus on the play-based learning in the anganwadis with Wizbot for ECCE and motor, cognitive and socio-emotional skill development.
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Year-long Curriculum with Play-Based learning
The Smart Anganwadi Program’s FLN and CT Learning Objectives align with NIPUN Bharat Mission and UNESCO’s ECCE Goals contributing the the holistic development in kids aged 3-6.
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FLN and CT Activities for Smart Anganwadi
Engaging Activities with creative storytelling that makes learning fun for the kids by driving toy-based pedagogy with Wizbot.
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Find the Shape
The kids have to recognize and find the animal by moving in left, right and forward directions.
Learning Objective:
1. Numeracy: Students will be able to count and press “Forward” five times accurately.
2. Literacy: Identify and name the shape aloud.
Left and Right
The kids have to recognize and find the animal by moving in left, right and forward directions.
Learning Objective:
1. Numeracy: Students will be able to understand and use directions like left, right, and forward.
2. Literacy: Recognize and name animals based on their positions.
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Catch the Thief
A fun exercise for the kids to count the steps and press button in wizbot to move forward for catching the thief.
Learning Objective:
1. Numeracy: Students will be able to count and press “Forward” four times to catch the thief.
2. Literacy: Recognize and say the word “Four” aloud.
To Know More about the Program
Developing Skills while Playing
Building holistic skills among kids with play-based learning, games, creative story telling and using toys as companion.
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Anganwadi Classroom Pack with Teaching Learning Materials (TLM)
The Smart Anganwadi Program includes a comprehensive Classroom Pack of Wizbot Toy Robots with TLM (Teaching Learning Materials) like activity posters, workbooks, gamified arenas. It also includes picture cards, brush pens, and spares that make the session fun and engaging. It has a dedicated Teacher’s Wizbot Kit and Teacher’s Handbook.
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Teacher Training for Anganwadi Asha Workers
The Asha workers at Anganwadi plays a huge role in delievering the FLN and CT education to kids. We provide extensive training to the Asha workers in the smart anganwadi program for teaching foundational skills to the kids with ease.
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Learning made Fun at Anganwadi
Using play-based learning, technology and creative storytelling to make FLN and CT fun the the children while emphasizing early brain development to nurture their cognitive and emotional growth.
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Book your FREE Demo Today!
Are you ready to experience the power of AI and Robotics? Request a free demo of our AI and Robotics ecosystem today!
Request your Demo Today
Teach Computational Thinking and FLN to Kids
Discover the ultimate learning toolkit for teaching FLN and CT in the classroom with resources and tools. Our educational specialists are here to show you how to harness the potential of this program.
Please feel free to contact us for a free demonstration of the program. In as little as one hour, we can assign the right resources to your specific requirements and help unlock the countless possibilities the Wizbot classroom program provides.
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FAQs on Classroom Program for classes 1 to 5
The Wizbot Classroom Program is a play-based learning initiative designed for students in Classes 1 to 5. It integrates fun, engaging activities like games, storytelling, and technology to teach foundational literacy, numeracy, and computational thinking (FLN and CT) skills.
Foundational Literacy and Numeracy (FLN) are essential reading, writing, and basic math skills. Literacy involves phonemic awareness and vocabulary, while numeracy includes counting, number recognition, and basic arithmetic. FLN is crucial for early learning and is a key focus of the NIPUN Bharat mission. Wizbot supports FLN with story-based activities and play-based learning to build vocabulary, counting, and problem-solving skills.
Computational Thinking (CT) is the ability to think logically, break problems into simpler steps, recognize patterns, and create simple solutions. It builds problem-solving, sequencing, and reasoning skills through hands-on activities like sorting, coding games, and step-by-step planning.
The Wizbot program focuses on key skill development through hands-on, play-based learning.
- Computational Thinking (CT): Kids program Wizbot to navigate grids, enhancing sequencing and logical problem-solving.
- Foundational Literacy and Numeracy (FLN): Activities with the alphabet and number line arena help children recognize letters and numbers, practice counting, arithmetic skills, and more.
- Creativity & Arts: In Draw Mode, kids create shapes, patterns, and designs, improving spatial awareness.
- Social & Emotional Learning: Group challenges encourage teamwork, role-sharing, and collaboration.
- Motor Skills: Pressing buttons and guiding Wizbot improves hand-eye coordination.
- Critical Thinking: Debugging errors while coding Wizbot fosters analytical thinking and problem-solving.
The Wizbot Classroom Program aligns with the NIPUN Bharat Mission by fostering Foundational Literacy and Numeracy (FLN) and Computational Thinking (CT) through play-based, experiential learning. It uses interactive storytelling, toy-based pedagogy, and hands-on activities to make early education engaging and effective. Wizbot helps children develop problem-solving, reasoning, and numeracy skills through arena based challenges and draw mode activities. The program ensures that young learners build strong conceptual foundations in a fun, meaningful way, supporting NEP 2020 goals.
The Wizbot Classroom Pack for Classes 1 to 5 includes:
- Wizbot (Educational Robotics Toy)
- Teaching learning materials
- Teacher’s Handbook
- Teacher’s Wizbot Kit
- Wizbot Diagram
- Activity Posters
- Game Arenas
- Picture Cards
- Brush Pens
- Number Dice
- Paper Claw
- Coding Cards
- Drawing Sheets
- Storage Box with Organizers
- Spares
And more to make learning sessions engaging and fun.
The curriculum includes a variety of activities, such as:
For Classes 1 and 2
- Maruti in Shapeland: Learning to draw shapes with Wizbot and develop the ability to decode numbers and identify more/less objects.
- Griffy Learns a Lesson: An activity for FL teaching to identify thick and thin objects. Students press the buttons to reach the thickest object with their Wizbot.
- Musical Fruits: A fun activity teaching subtraction with Wizbot on the number line arena, where students move along based on the dice rolls.
For Classes 3 to 5
- Fun Angles: A gamified way using draw mode to teach geometry with Wizbot. The students will code Wizbot to draw angles from the button combinations.
- Road Runners: Students will build new road with wizbot for the people to move from one place to other using shortest path.
- Deliver the Parcel: Students will use the wizbot attached with a claw to deliever the parcel from one place to other on the land arena.
and many more activities focusing on Computation thinking and FLN education
Play-based learning helps students:
- Develop holistic skills like collaboration, problem-solving, and creativity.
- Stay engaged and motivated through fun, interactive activities.
- Understand complex concepts like numeracy, literacy, and computational thinking through play making it simple and enjoyable.
The Wizbot Classroom Program is designed for Classes 1 to 5 students. The curriculum includes grade-wise progressive activities to ensure age-appropriate learning and skill development.
You can purchase the Wizbot Classroom Pack by visiting our online shop or contacting us directly. We also offer a demo session to help you better understand the program.
The Wizbot Classroom Program integrates technology through screen-free, hands-on coding and robotics. Children use button-based inputs to program Wizbot, developing sequencing, logic, and problem-solving skills. Grid Mode reinforces spatial reasoning, while Draw Mode blends art with computation, making tech learning interactive and developmentally appropriate.
The goal is to cultivate foundational literacy, numeracy, and computational thinking skills among young learners through engaging, play-based activities that make learning enjoyable and effective.
You can book a demo or learn more about the Wizbot Classroom Program by visiting our website, contacting us directly.