Program Overview
Personalized attention
Learn Coding at your own pace with a teacher focused only on you
Teacher-led sessions
Real-time interaction and feedback with a dedicated teacher
60 minutes per session
Deep-dive into topics with focused 60-minute sessions
6-8 age group
Tailored for curious learners in the 6-8 age group
What’s Included

66 Interactive lessons
Built to engage

English
language instruction

Lifetime access
to course materials

Certificate
is awarded upon completion
Activity Overview

Grades 2 to 3

Beginner
A fun mix of coding, science, 3D modeling, and AR/VR activities that inspire young learners to create and explore technology.

Learning Goals
- Learn coding basics through games and app projects
- Discover science and math concepts via interactive digital activities
- Build spatial and creative skills using 3D modeling tools
- Get hands-on with immersive technologies like Augmented and Virtual Reality
Lessons

Geometric Shapes
Introduction to coding, programming, and command execution through engaging geometric shape project.

Alice in WonderLand
Explore the world of sequences and algorithms through engaging puzzles .

Photo Frame of your family
Explore the world of bugs and debugging.

Patterns made Easy
Dive into loops and solve puzzles using repeat and nested repeat blocks.
App Development


Flash Light App
Students will learn about the "App Lab Interface" and become familiar with blocks like "User Interface" and "Functions" in code.org. They will reinforce their understanding by creating the "Flash Light" App.

Name and Age App
This lesson introduces students to concepts such as "Data types," "Variables," and "text areas" in App Lab on code.org. They will solidify their understanding by developing the "Name and Age" App.

Week-Day/Week-End App
Students will be introduced to the concepts of "Control," "Math," "Variables," and "Text areas" in App Lab on code.org. They will strengthen their understanding through the creation of the "Week-Day / Week-End" App.

Calculator App
This lesson helps students comprehend the concept of "Set number" in UI controls, as well as "Math," "Variables," and "Functions" in App Lab on code.org. They will enhance their understanding by building the "Calculator App."
Game Development


Universal Tour
Grasp the fundamentals of Object-oriented programming.

My Music Band
Comprehend the core principles of Object-oriented programming through Encapsulation.

Star Runner
Gain an understanding of Object-oriented programming using Abstraction.

Bull's Eye
Explore Object-oriented programming through the concept of Inheritance.
Scientific Exploration


The four Seasons Part 1
Comprehend the animation of seasons and weather phenomena.

The four Seasons Part 2
Gain understanding of animating seasons and weather elements.

How do Plants Grow Part 1
Explore the animation of various stages in a plant's life cycle.

How do Plants Grow Part 2
Learn about animating different processes in a plant's life cycle.
Certificate

Coding Foundation
This Certificate of Achievement will be awarded on completion of Coding Fundamentals Module with high scores. All participants will be eligible for a Certificate of Participation.
Logic Building
Intermediate Loops
Conditional Logic



App Development
This Certificate of Achievement will be awarded on completion of App Development Module with high scores. All participants will be eligible for a Certificate of Participation.
UI/UX Principles
Basic Interactivity
App Prototyping



Block Based Coding Foundation
This Certificate of Achievement will be awarded on completion of Game Development Module with high scores. All participants will be eligible for a Certificate of Participation.
Event Handling
Variable Use
Game Mechanics


Parental Guidance

This programme is best suited for kids aged 7 years and above. Younger kids will need significant adult assistance as coders are required to manage technical issues that may arise during class.


Frequently Asked Questions


What age group are BrightCHAMPS courses designed for?

All our programmes and courses are designed for children aged 6-16 years, with structured learning paths tailored to their age and skill level. We recommend at least two sessions (1 hour each) per week for the best learning experience for this age group.
How is my child’s data and privacy protected?

BrightCHAMPS strictly follows Children’s Online Privacy Protection Act (COPPA) guidelines. We do not collect more data than necessary. Our systems and staff are trained to ensure a safe and private learning space.
Can I get the recording of the classes for my child?

To ensure student privacy, we do not provide recordings. However, detailed class notes, projects, and activities are shared after each session for kids to revise at their own pace.
Is there any homework or outside practice required?

While there’s no mandatory homework, we do encourage optional practice tasks, projects, or games that reinforce class concepts which help your child apply their learning in a fun and engaging way.
How will Harvard help in my child’s journey with BrightCHAMPS?

Through our partnership with Harvard Business Publishing Education, we integrate Harvard ManageMentor® courses into our curriculum, providing kids with interactive online access.
How are BrightCHAMPS classes conducted?

Our classes are conducted live on BrightCHAMPS' platform, where students engage with teachers in real time. We offer one-on-one sessions to ensure every student gets personalised attention and learning experience.
What devices or softwares are needed for classes?

A basic laptop or desktop with internet access is perfect. Classes typically run on Zoom. We’ll guide you with any other platform setup instructions (if required) before the course begins!
Does my child need prior experience in these courses or any other subjects?

No prior experience is required for any of our programmes. Our curriculum is designed to accommodate both beginners and advanced learners, with structured lesson plans.
Can I reschedule or cancel classes, if needed?

We offer flexible scheduling of classes. You can reschedule or cancel classes 2 hours before the session based on availability and learning preferences through the Student Dashboard.