Coco’s Kampong is a blended learning programme consisting of thousands of innovative digital lessons that include videos, songs, stories, activities, games, and assessments designed to make learning fun and accessible for children aged 7 to 12.
Coco and her friends live in a lovely town called Kampong. They read, write, and count. They sing, dance, and draw. They go on adventures, solve puzzles, and play games. We invite you to explore the world with them, read entertaining stories, and meet charming characters.
All the lessons are designed using the 5E Instructional Model, a widely recognized framework as a highly effective pedagogical model for primary grades. Tapping into children’s natural inquisitiveness, this model promotes active learning through inquiry. We develop our lessons based on this philosophy, designing content that provokes a child’s curiosity, deepens his or her understanding, and creates a love of learning.
Stories hook students’ interests and prior knowledge
Students build their own understanding by exploring concepts
Students explain their understanding and teachers clarify concepts
Students apply concepts in real world settings
Students’ learning is evaluated through quizzes and peer review
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Coco's Kampong is deployed through our robust, data-rich Learning Management System, Ultrabot, which is currently in its 10th generation. Ultrabot provides cloud-based content, allowing users from anywhere in the country to access the platform. Students can self study using the content videos, test their understanding by taking assessments and can play educational games to strengthen their concepts. You can sign up to Coco's Kampong at: www.learnsmartpakistan.org
Each smart classroom contains one dedicated laptop that is packed with over 100 GB of learning and assessment content. Topics in the textbook are broken down into smaller skills using a simplified Bloom's Taxonomy, making concepts easier to learn in smaller, bite-size lessons. Each lesson plan includes one instructional video which is approximately 5-8 minutes long, an educational game or activity, and a formative or summative assessment. Experienced teachers can use the lesson plans as a scaffolding tool, whereas teachers who lack the subject matter knowledge can simply allow the video to play and act as a facilitator who leads the class from a lesson to a game and an assessment.