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Clasroom Program

Kindergarten

Fostering foundational literacy, numeracy, and computational thinking through interactive play-based learning.

Head, Heart and Hand Approach for FLN and CT Education

The Wizbot Classroom Program for Kindergarten effectively promotes foundational literacy and numeracy (FLN) and computational thinking (CT) by engaging young learners through the Head, Hands, and Heart Approach. This method encourages students to understand, actively learn, and apply concepts through play-based learning.

Kindergarten Curriculum for FLN and CT Education

The Wizbot Classroom Program for Kindergarten focuses on building computational thinking, critical skills, reading comprehension and basic math with engaging stories and toy-based pedagogy that foster both cognitive and creative growth.

FLN and CT Activities for Kindergarten

Engaging Activities with creative storytelling that makes learning fun for the kids by driving toy-based pedagogy with Wizbot. This approach fosters creativity, enhances problem-solving skills, and ensures that learning remains fun, captivating, and impactful for kids.

Here to There

Students will sequence and colors while guiding the Wizbot to move from one position to another.

Learning Objective
Computational Thinking: Students will practice giving sequential directions and guiding Wizbot to move from one position to another.

Vowel Hunt

Students will learn how to find vowels in the given words and speak aloud the phonics formed.

Learning Objective
Computational Thinking: Students will count vowels in simple words and help Wizbot find them, using classification and logical thinking

Maruti’s Day Plan

A fun activity where students will plan the different activities of the day from morning to evening in the sequence.

Learning Objective
Computational Thinking: Students will sequence activities and direct Wizbot to follow the day’s plan

Maruti Makes Pizza!

A gamified way using draw mode to teach shape formation with Wizbot. The students will code Wizbot to draw circle and arcs for making it look like a Pizza.

Learning Objective
Computational Thinking: Students will draw a circle using Wizbot while understanding its properties, practicing spatial recognition and shape formation.

To Know More about the Program

Building Foundational Skills Through Play

Fostering holistic skill development in children through play-based learning, games, creative storytelling, and toy-based pedagogy.

Wizbot Classroom Pack (CRP) for Kindergarten

A comprehensive set of learning materials for Kindergarten, featuring Wizbot, teacher resources, a storage box, game arenas, workbooks, picture and coding cards, activity posters, and more, all designed to make the learning sessions fun and engaging.

Teacher Training for FLN and CT in Kindergarten

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.