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Clasroom Program

Classes 1 to 5

Building foundational literacy, numeracy, and computational thinking among Young Learners.

Concrete Pictorial Abstract or CPA Approach for Deeper Understanding of Kids

We use the CPA approach (Concrete Pictorial Abstract) which utilizes physical and visual aid to solve problems further helping students in deeper understanding of the concepts.

Concrete

Pictorial

Abstract

Aligning with the UNESCO’s ECCE Goals and Government of India’s NIPUN Bharat Mission

Aiming to cultivate foundational skills in elementary students through play-based classroom activities. By integrating affordable and technology-driven toy-based pedagogy, the program enhances student’s engagement and fosters interactive learning experiences.

Classes 1 and 2 Curriculum for FLN and CT Education

The year-long curriculum is designed with gamified activities to teach the FLN and CT to kids while introducing the simple maths and language concepts to the students in the classroom.

FLN and CT Activities for Classes 1 and 2

Engaging Activities with creative storytelling that makes learning fun for the kids by driving toy-based pedagogy with Wizbot.

Maruti in Shapeland

Learning to draw shapes with Wizbot and develop the ability to decode numbers and identify more/less objects.

Learning Objective
1. Numeracy: Learn to draw shapes like square and rectangle.
2. Literacy: Students will be able to decode the numbers and identify more/less objects.

Griffy Learns a Lesson

An activity for FL teaching to identify thick and thin object. Students press the buttons to reach the thickest object with their Wizbot.

Learning Objective
1. Numeracy: Students will be able to compare between the thick and thin objects.
2. Literacy: Students will be able to develop measurement skills by comparing object widths.

Musical Fruits

A fun activity teaching subtraction with Wizbot on the number line arena, where students move along based on the dice rolls.

Learning Objective
1. Numeracy: Students will learn to subtract single-digit number.
2. Literacy: Students will understand and apply subtraction concepts using numerical symbols.

To Know More about the Program

Classes 3 to 5 Curriculum for FLN and CT Education

The curriculum is designed in grade-wise progressive activities to teach the FLN and CT to kids while introducing the complex concepts to the students in the classroom.

FLN and CT Activities for Classes 3 to 5

Interactive activities infused with creative storytelling to teach foundational skills to student in a fun and enjoyable manner with Wizbot.

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.

Learning Objective
1. Students will be able to measure angles.
2. Students will be able to draw different shapes of different angles using the Wizbot.

Road Runners

Students will build new road with wizbot for the people to move from one place to other using shortest path.

Learning Objectives
1. Students will be able to find area of a given path.
2. Students will develop problem-solving skills.

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.

Learning Objectives
1. Students will learn to plan efficient routes for parcel delivery.
2. Students will develop directional awareness.

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.

Wizbot Classroom Pack (CRP) for Classes 1 to 5

A set of learning materials for smart anganwadi packed with Wizbot, teacher resources, storage box, game arenas, workbooks, picture and coding cards, activity posters and many more things to make the session fun and engaging.

Teacher Training for FLN and CT in Classes 1 to 5

An Ideal Blend of Art, Code and Fun

Making the learning experience engaging, interactive, and enjoyable for students in grades 1 to 5 using play-based learning and toy-based pedagogy.

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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.

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.

  1. Computational Thinking (CT): Kids program Wizbot to navigate grids, enhancing sequencing and logical problem-solving.
  2. 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.
  3. Creativity & Arts: In Draw Mode, kids create shapes, patterns, and designs, improving spatial awareness.
  4. Social & Emotional Learning: Group challenges encourage teamwork, role-sharing, and collaboration.
  5. Motor Skills: Pressing buttons and guiding Wizbot improves hand-eye coordination.
  6. 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:

  1. Wizbot (Educational Robotics Toy)
  2. Teaching learning materials
    1. Teacher’s Handbook
    2. Teacher’s Wizbot Kit
    3. Wizbot Diagram
    4. Activity Posters
    5. Game Arenas
    6. Picture Cards
    7. Brush Pens
    8. Number Dice
    9. Paper Claw
    10. Coding Cards
    11. Drawing Sheets
  3. Storage Box with Organizers
  4. Spares

And more to make learning sessions engaging and fun.

The curriculum includes a variety of activities, such as:

For Classes 1 and 2

  1. Maruti in Shapeland: Learning to draw shapes with Wizbot and develop the ability to decode numbers and identify more/less objects.
  2. 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.
  3. 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

  1. 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.
  2. Road Runners: Students will build new road with wizbot for the people to move from one place to other using shortest path.
  3. 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:

  1. Develop holistic skills like collaboration, problem-solving, and creativity.
  2. Stay engaged and motivated through fun, interactive activities.
  3. 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.

If you are interested in contributing to the translation of the Wizbot curriculum into your regional language, please connect with us. Complete the form with your details and mention your interest in translating the Wizbot curriculum in the message section.

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.