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From first blocks to real robots

AI, robotics and STEAM from kindergarten to grade 10. A complete school technology system: a curriculum for every grade, hands-on kits, teacher training, classroom delivery and assessment, from a first robot to applied AI.

  1. Learn
  2. Build
  3. Code
  4. Innovate
  5. Lead
Students gathered around a humanoid robot in a classroom

Not only a syllabus. Not only a kit.

One implementation model for the whole school: curriculum, hardware, training, delivery and measurable student outcomes.

  • Curriculum

    A grade-by-grade learning map that fits the school timetable.

  • Kits

    Hands-on robotics and electronics resources matched to each level.

  • Teacher training

    Teachers prepared to deliver it, with support and certification.

  • Classroom system

    Every lesson ends in something students built, coded and explained.

  • Innovation pathway

    Advanced AI and robotics, and a route towards research projects.

Grade by grade

From kindergarten to grade 10, every grade has its own curriculum, kits, activities and a project to show for it. Choose a grade to see what students learn and what they build.

Kindergarten

KG1 to KG3Ages 3 to 6

What students learn

Large construction pieces and simple cause-and-effect tasks first, then screen-free coding.

Screen-free discovery and construction: large pieces, cause and effect, and first coding with blocks and cards.

What they build and do

  • KG1: build with big pieces and set a model moving by snapping magnetic coding blocks together
  • KG2: add sound, touch and distance sensing, then give commands with a coding pen and cards
  • KG3: build a vehicle that measures distance and follows a line, coded on a smart panel
kindergarden

Kits and tools

  • starter 1

    Starter Kit 01

    Big, colourful pieces and magnetic coding blocks: snap the blocks together and the model moves.

    • 82 large pieces
    • Infrared sensor, buzzer and lights
    • Magnetic coding blocks
  • starter 2

    Starter Kit 02

    More pieces and more senses: models that react to sound, touch and movement, coded with magnetic blocks.

    • 137 large pieces
    • Sound, touch and infrared sensors
    • Magnetic coding blocks
  • starter 3

    Starter Kit 03

    Safe, rounded pieces and a coding pen: tap the coding cards and the robot follows.

    • 80 rounded pieces
    • Motors, light and speaker built in
    • Coding pen and cards
  • starter 4

    Starter Kit 04

    Models that move around and measure distance, programmed by tapping a pen on coding cards.

    • 131 large pieces
    • Smart motor and ultrasonic sensor
    • 52 coding cards
  • A propeller vehicle built from the Starter Kit

    Starter Kit 05

    Build a model, then bring it to life by placing magnetic coding cards on a smart panel. No screen needed.

    • 170 pieces
    • Ultrasonic and line sensors
    • Screen-free coding

A suggested allocation: each kit’s stated minimum age applies, and the kits adapt to the school’s level, timetable and lab, with hardware reused across grades on harder projects.

How a lesson runs

Each session turns an idea into something students can see working. They do not only watch technology: they build it, test it and explain it.

60 to 80hours a year, designed to replace or strengthen the school’s computer period

  1. LearnUnderstand the concept.
  2. ExploreObserve and discuss.
  3. BuildAssemble the components.
  4. CodeProgram the behaviour.
  5. TestCheck and debug.
  6. PresentExplain the solution.

Teachers trained to deliver it

A school-ready programme needs trained people, not only materials.

Initial training
Curriculum orientation, kit handling and the classroom method.
Demonstration sessions
Model classes and walk-throughs of practical sessions.
Delivery guides
Lesson flow, activity instructions and safety notes.
Technical support
Hardware, software, troubleshooting and updates.
Certification
Recognition of each teacher’s participation and capability.

Ongoing support is available as a paid service: refreshers, upgrades, mentoring and help with implementation.

Educator Development Program

Progress the school can see

Students are assessed on five skills, so a school can track progress and show it to parents.

Knowledge
Understanding the concepts.
Practical skill
Building and handling.
Coding
Logic and debugging.
Creativity
Design and problem solving.
Presentation
Explaining and demonstrating.

Each student receives a STEAM skill report, a project portfolio and certificates.

A lab bench with a 3D printer, a laptop and printed models

AI and robotics labs

Three lab models, proposed after a study of the school’s needs, space, students and budget. Setting one up takes three to six months.

  • Foundation AI and Robotics Lab

    STEAM learning, coding, electronics, sensors and guided robotics projects.

  • Advanced AI and Robotics Lab

    AI, IoT, embedded systems, robotics and structured project development.

  • FutureTech AI and Robotics Innovation Lab

    Advanced robotics, automation, cybersecurity, research, prototyping and demonstration.

From first meeting to first lesson

  1. Discovery

    We study the school’s needs, map its grades and agree the scope.

  2. Customisation

    Curriculum alignment, kit selection and the timetable.

  3. Training

    Teacher onboarding, demonstration sessions and the support process.

  4. Launch

    Classroom delivery begins, with assessment tracked from the start.

What the school receives

  • Implementation plan
  • Curriculum map
  • Kit list
  • Teacher training plan
  • Assessment model

Bring AI and robotics to your school

Start with a discovery visit: we look at your grades, timetable and space, and propose what fits.