Level 0 · Grades 1–3 · 12 sessions

Jeel Robotics.

The bottom rung, and the most hands-on. Before a child ever types a prompt, they discover what a machine actually is — how it senses, how it acts, and that a human is always the boss. Children become the robot before they ever programme one.

Grades 1–3 12 sessions Hands-on & unplugged
Jeel
The one idea

At this depth, the idea is: discover the machine.

A machine senses, thinks and acts — and it does exactly what it is told. Six- to eight-year-olds learn that with their hands and their whole bodies: blindfolded team games, floor mazes, gears that turn the wrong way on purpose, and a real robot they can drive. Screens come last, if at all.

What they learn

Six things a seven-year-old can show you.

Every one of them is something a child can demonstrate at the kitchen table — not a topic they sat through.

Spot the smart machines

Tell a smart machine from an ordinary one — and argue the tricky cases, because the argument is where the learning happens.

Name the three parts

Senses, brain, actions. They can point to all three on a real robot — and explain what happens when one of them stops.

Put steps in order

Break a mission into steps and sequence them correctly — the skill the whole ladder is built on.

Teach by example

Train a classmate using only examples, never rules — then watch the training fail when the examples were one-sided.

Build with their hands

Wheels, axles, gears and levers. They build a machine that rolls and a lever that lifts something bigger than itself.

Humans are the boss

No independent AI use at this age. Hands-on and unplugged first, screens last — in line with international best practice for young children.

The twelve sessions

Twelve steps, one climb.

Every session runs the same 50-minute rhythm and ends with something the child can name. By session twelve they are driving a real robot through a course they planned themselves.

01

Robots Around Us

A machine hunt through pictures of home, street and school, sorting what they find into smart and not smart. Arguing over the washing machine is the lesson.

02

Sense, Think, Act

Blindfold team games in threes: one child senses, one decides, one moves. When one part stops, the whole robot stops.

03

Machines Obey Exactly

The teacher becomes a robot and goes hilariously literal. The jam jar goes on the closed loaf, the room screams, and the class fixes the wording.

04

Steps in Order

Morning routines as step cards, then arrow cards driving a classmate through a floor maze. Getting the order wrong is the point.

05

Teaching by Examples

Train a classmate with examples only — never rules — then test them on objects they have never seen.

06

When Machines Get It Wrong

Detective badges on, for a gallery of real machine mistakes. Catch the error, then say what the machine should have done.

07

Humans Are the Boss

Kind use, private things stay private, ask a grown-up. The message-journey activity, and the boss rule chanted and meant.

08

Build a Mover

The first machine built by their own hands. Wheels rub, axles jam — free it, roll it, race it. Words earned: WHEEL, AXLE.

09

Gears and Levers

Mesh two gears and gasp at the direction flip, then move the fulcrum until a small brick lifts a big one. Words earned: GEAR, LEVER.

10

Meet a Real Robot

Make it move, light up and turn — then find its senses, its brain and its actions, exactly as in session two.

11

My Robot Mission

Teams plan the steps first, then run a taped course. Session four pays off here: plan, run, fail, fix, run again.

12

Robot Day

Families invited. Teams demo their missions and their built machines, write their own names on their certificates, and finish with a photo with Zakoot.

Every session, every level

Fifty minutes, always the same shape.

The activities change every week; the rhythm never does. Children always know where they are in the hour, which is what lets six-year-olds settle fast and go deep.

Instructions arrive as a character video or something to play with on screen — never as a lecture.

Hook3 min
Do15 min
Fail and fix10 min
Make15 min
Share7 min
The outcome

What a Robotics graduate can do.

They can spot the smart machines around them, name sense-think-act, command a machine exactly, put steps in order, teach by example, catch a machine's mistake, hold the humans-are-the-boss rule, build machines that roll and lift with their own hands, and drive a real robot through a mission with their team.

Ask about this level
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12 sessions · small group

Places for this level are not open yet. Schools get a tailored quote — bring it to your school.

Start them at the bottom rung.

A child who starts here climbs the same ladder all the way up.