Every grade builds on the one before it — nothing here is a standalone activity. By the time a student reaches Grade 9, they're not holding a stack of disconnected projects; they're holding the compounding result of everything they built along the way.
Grades 1–3. First contact with circuits, switches, sensors, block-based coding, and simple stop-motion and shape play. The goal at this stage is curiosity and comfort with the tools, not mastery.
Grades 4–6. Skill progression becomes explicit from here. Students move into Arduino/ESP32 starter builds, a first taste of text-based coding, 2D animation projects, and guided 3D modeling.
Grades 7–9. Sensor-driven robotics projects, full app development, original animated shorts, and design-to-print 3D work. Students are now combining skills across tracks to build things they've designed themselves, not just followed instructions for.
Circuits → Arduino/ESP32 → sensor-driven robotics
Block coding → text-based coding → full app development
Stop-motion → 2D animation → original animated shorts
Shape & form play → guided modeling → design-to-print projects
Grade 6 · Electronics & Robotics. A two-button alarm built on a breadboard with push buttons, a buzzer, an LED, and a resistor — pressing either button completes the circuit.
View the build guide →The curriculum is built simulator-first, so a school can begin teaching immediately without upfront hardware costs. When a school is ready to move to physical builds, we bring in Blix, an Indian STEM hardware supplier, to keep components affordable and easy to restock.
A downloadable, unit-by-unit curriculum PDF will be linked here once it's finalized.
Curriculum is only as strong as the teacher delivering it. Here's how we prepare and support them.
Learn more →