Our current face-to-face schools;
Kiddiengineer™ Club
Be a creator rather than just a consumer
Our exciting Kiddiengineer™ Club is run face-to-face at a number of schools as an extramural, where the school is looking to introduce robotics, coding, or STREAM. This extramural is run using the school's facilities and runs generally after school.
Contact us if you would like this offering at your school, let's see how we can help.
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STREAM
STREAM is an educational approach to learning that uses Science, Technology, Robotics, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking. The end results are students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process.
Our Ed TechToys
We've carefully curated educational toys that foster versatile expression, offering various avenues for learning. These tools enable children to engage with learning through computer-based activities, extend their exploration by creating and playing self-designed games, and even facilitate communication and operation with other devices. Moreover, they empower kids to assemble and operate toys they've personally designed. These toys cater to diverse learning aspects, encompassing coding, robotics, engineering, and other educational facets, including music. Importantly, these products are retained by the child, providing ongoing opportunities for exploration and learning.
Our Current Modules
Module 1 - Our Free module
Why not try out our offering for absolutely free and see for yourself if our offering is what you are looking for?
Module 1a & b - Coding
These modules are all about coding and bringing coding into the real world. Not only do the students learn and have fun through coding and building games, but they learn to apply this to real-world situations and make their coding come to life. They will walk away with their micro:bit so they can keep learning after classes are finished.
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Module 1c - Robotics
In this module, students get hands-on experience in learning the design of, building and programming simple robots found in everyday objects and devices. This greatly boosts students' teamwork and problem-solving abilities, while helping them to learn how abstract concepts of mathematics, engineering and computing work in practice. Students get to keep their own electronics starter kit, comprising of a breadboard, LED’s, motors servo’s and more but the micro:bit is needed to code these robots.
Module 2a - Radio
This Module encourages the learners to use Radio Data (Bluetooth) technology. The learners discover the world of sending and receiving (live) radio data, and receive a second micro:bit to communicate between the two.
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Module 2b - Radio
Here our students receive their own Ring:bit car to assemble and learn to program, with directional controls, and radio control. By incorporating various available extensions, the Ring:bit Car can perform a wide range of additional functions, including line following, light tracking, obstacle avoidance, drawing, and much more.
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Module 2c - Radio
Emerses the learners in a world of retro 2D online game development. They become the architects of their games and extend their knowledge of code. Once created they are tested improved and shared to play, we have several parents who are hooked on the great games their children have made.
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Module 3a, b & c - Engineering using code
These modules target the engineering aspects of getting code and electronics to work with structural builds and chassis’ seeing robotic applications take shape out of homemade materials. We problem solve and create prototypes that who knows might get your kid to become the next Elon Musk.
The Program
The Kiddiengineer™ program caters to Grade 4 through high school students, as this developmental stage has consistently shown the optimal blend of comprehension, aptitude, and maturity necessary to engage with the program's intricate hardware.
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What sets our club apart is our commitment to providing each child with their hardware upon the start of each new module. Students receive a micro:bit in the coding module, enabling them to retain the hardware for continued learning and exploration at home. Additionally, they receive an electronics kit for robotics, facilitating further learning opportunities and hands-on experimentation. Multiple kits are available to foster creativity and continual learning.
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Each module spans a term, allowing participants to delve into three distinct aspects of STREAM per year, depending on the structure of their school calendar. (For schools following a four-term schedule, module timelines slightly overlap).
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The cost for each Kiddiengineer module is R1,800.00.