Your child can learn
multiple subjects
in a span of 3 hours

EXPERIENTIAL LEARNING FOR KIDS

 

WHAT WILL
YOUR CHILD
LEARN?

SCIENCE
TECHNOLOGY
ENGINEERING
ARTS
MATHS
COLLABORATION
See classes for
Prove that concept! Area of a triangle
Age
9-11
In this 3 hour lesson, learners explore the concept of Area, specifically for Triangles. They first explore the concept visually and then they learn about the Geometrical method. During the lesson, learners discover the different types of triangles. They finally learn to digitally create and calculate the area of various Triangles, using the Neobael Coding Platform.
Designing a BBQ
Age
7-9
The journey from a good idea to a product is a long one....in fact, some might say the good idea is the easiest part! In this module learners work to design and sell a BBQ, exploring the science behind their product along the way. Pulling in key ideas of heat transfer, the class will explore the most suitable materials, shape and measurements for the perfect BBQ. They will also become more familiar with using G-suites to create an advert which utilises fact and opinion, as well programme a simple budget using spreadsheet formulas. This is the perfect module for any budding business people or learners interested in function and design.
Is this the best backpack ever?
Age
7-9
Planning the perfect trip takes a lot of organisation and research, but how much thought does the average person put into picking the right bag for the journey? In this module, learners consider the effects of forces and the properties of materials in order to choose the ideal bag for the trip of their dreams. Integrating the skills needed to plan a fair investigation, collect and present valid data and create a podcast, this is much more scientific than choosing their favourite colour. At the end of this module students will have gained confidence in thinking analytically and communicating complicated ideas.

Based on the CGC module "Is this the best backpack?" by Dr. Gareth Price
Creating a new world in space
Age
9-11
Learners will find themselves in the year 2100, when space travel is more common and multiple colonies have established themselves on far away planets. In this 15 hour module, learners will work as part of a learning team to persuade new people to join their colony. Bringing together creative writing, application of maths, digital literacy and code, there is ample opportunity for learners to develop out of the box thinking and practice their written and verbal communication. How will they lead others to accept the changes that come with space exploration? Only time will tell!
Feel the force
Age
9-11
It's easy to view forces as an impossibly complex physics concept, but they become much simpler when we explore what they can do! In this module, learners start by working through a series of experiments to explore how we can measure force and incorporate our knowledge of forces into design. Alongside, they explore the running blades used by world class athletes, how humanitarian aid can be delivered by parachute and how we can present factual information using good literacy techniques.

Based on the CGC module "Feel The Force" by Dr. Gareth Price
Creating your own football club
Age
9-11
Creating and running your own football club can be a profitable business, but it also comes with many varied challenges. In this 30 hour module learners put themselves in the boots of the manager of their own football club and take on the complex problem solving that comes with it. Safe in the support of a small learning team, students will use mathematical literacy to control a budget and their creative writing skills to keep their club in the papers. They will also develop their own branded merchandise, commission a mural and code a game to bring new fans on board. Gaining insights into the world’s most popular game on the way, students will expand their knowledge of the unique range of skills it takes to manage a business.
How do you manage a football club?
Age
7-9
Being a football manager sounds like a dream job, but playing a role in the world's most popular sport requires a blend of skills. This 30 hour module explores real ideas such as communicating effectively with players, building the perfect team and how to use maths to coach for success. However, some more unexpected problem solving is also put into practice, such as designing the perfect football boot and budgeting for the team's kit! With the safe and supportive environment of a learning team behind you, all students are going to thrive in their new role as football managers.
Predicting chemical reactions
Age
9-11
In this three hour introduction module, learners dive into the world of elements and the possibilities of chemistry. The day starts with a brief introduction to the periodic table, exploring how it is organised in order to learn some basic rules of chemical reactions. This is the foundation for all chemists and essential if we don't want to destroy the lab! In the second session learners apply their new understanding by coding reactions between two elements... and discovering the consequences!
Travelling through a rainforest
Age
9-11
In this 30 hour module, learners imagine themselves as a travel blogger planning a once in a lifetime trip to a rainforest. Fascinated by what they might find when they get there, this module is a mix of researching the unknown, purposefully asking why, and communicating effectively along the way. Concepts explored include explaining the science behind the rainforest climate, gaining a deeper understanding of communicating proportion using fractions and charts, and how to research without plagiarizing. The module culminates with an exciting journey into coding the perfect website to reach their followers! This is the perfect module to scientists, fledgling journalists and everyone in between.
2D Shapes and Coordinates
Age
7-9
In this 3 hour module, learners are introduced to different types of circles. They learn about Coordinates and how to mark them. During the session, children identify the coordinates of the various circles (full circle, semi-circle, and quarter circle). They will finally choose a drawing made out of circles and create it digitally by themselves, using Neobael's Coding Platform.
How would you design your space colony?
Age
7-9
In the near future, space travel is more accessible than ever and every planet is looking for new visitors. In this 15 hour module, students work as part of learning teams to highlight the most amazing aspects of their colony. Learners will grow their creative writing skills, develop their use of adjectives in descriptive writing and design a space zoo using the concept of perimeter. The final frontier will be a collaborative video to send back to earth using code, explaining how cool your planet is! Join us for an adventure of a lifetime into outer space!
Becoming a survival expert
Age
7-9
In this 3 hour introductory module, learners imagine themselves as an adventurer who's taken an emergency landing in the Indian Ocean. Luckily there is a deserted island close by and they’ve managed to make a raft, but the waves are rough and it is important that they pack wisely. Only an understanding of mass and area can save them! This module practices calculating the area of a square and rectangle, and challenges students to code a game to see if their raft will stay afloat!
How to pitch a bakery business
Age
9-11
This 30 hour module encourages learners to imagine themselves as budding entrepreneurs. As they take their quaint home baking business to a more commercial set-up, they must pitch their best foot forward to obtain funds from prospective investors.

While they navigate through skills of writing, speaking, and creating art, they must also familiarise themselves with 3D shapes, fractions, creating adverts and learning to give constructive and considerate feedback.

Using entrepreneurship and business building as a core theme they will develop their persuasive writing skills, work with fractions and 3D shapes, while gaining confidence presenting and speaking on stage.
Planning a world tour
Age
7-9
When music bands go on tours around the world, they perform, hold large scale concerts, greet fans, give interviews, participate in photo shoots and indulge in many other exciting activities.

But who runs these grand tours and events from behind the scenes? Who takes care of all the details so that the tours run smoothly? Its the managers that all bands rely on, who execute these tasks to perfection!

In this 30 hour module, you assume the role of the managers, and plan the band's next big set of shows. You pick where they go to, how they set up their shows and all the other big and little details. To do that, you must become familiar with timezones, currencies and booking flights, as well as make sure that your team doesnt get lost in a new culture!
Sounds like an animal orchestra
Age
7-9
In this trial module, learners immerse themselves in the sounds of the animal kingdom. Starting by discovering some of the rules to animal classification, learners soon find themselves with enough expertise to code their very own animal orchestra. This is the perfect module to explore global skills based learning.
What would that habitat sound like?
Age
9-11
In this trial module, learners are challenged to use code to create the perfect backtrack to their very own nature documentary. By discovering the location and importance of animal communities, populations and ecosystems, learners can imagine the soundscape of a particular habitat and apply their understanding of the organisms found in a particular ecosystem. This is the ideal module to explore STEAM and skills based learning.

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TYPE DELIVERY
Annual Subscription Online Sessions + Offline work
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TIMINGS SESSION LENGTH
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5pm to 8pm
3 hours per day

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School Anywhere
TYPE DELIVERY
Annual Subscription Online Sessions + Offline work
DURATION FREQUENCY
9 Months Mon to Fri
TIMINGS SESSION LENGTH
9am to 12pm/
1pm to 4pm/
5pm to 8pm
3 hours per day

$50 /month

Suggested Classes

 
Sounds like an animal orchestra

Developed byElaine Chew

In this trial module, learners immerse themselves in the sounds of the animal kingdom. Starting by discovering some of the rules to animal classification, learners soon find themselves with enough expertise to code their very own animal orchestra. This is the perfect module to explore global skills based learning.

...
Recommended Ages 7 - 9
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