KaiBot Dragon of Disengagement Game
$275.00 ex GST
($302.50 inc GST)
The Dragon of Disengagement is a board game and comic-book adventure for Years 4 to 6, built around the habits that actually decide whether a student learns: focus, impulse control, flexible thinking and knowing when to ask for help. KaiBot plays the characters Marshie and Marsha, navigating an island of wizards, tricksters and the dragon itself.
What's included:
9 x magnetic game tiles that snap together to form the island board
1 x comic book following Marshie and Marsha's story
50 x question cards, 25 x challenge cards and 24 x magic cards
60 x health tokens
1 x user guide
What students practise:
Attention, emotional regulation and impulse control, framed as gameplay rather than instruction
Empathy, teamwork and digital citizenship through choose-your-path challenges
Coding missions that keep computational thinking in play alongside the SEL work
The question cards are aligned to the CASEL framework, and the game was developed alongside school psychologists — useful if you need to justify it to a curriculum coordinator rather than just a class.
Compatible with KaiBot only. The robot and a set of advanced coding cards are required and sold separately. A free companion app extends the game for classes that want the hybrid version.
KaiBot Literacy Kitchen — Grades K–3
$229.00 ex GST
($251.90 inc GST)
Literacy Kitchen puts early readers in a restaurant, taking orders from a queue of animal customers. Students program KaiBot with coding cards to fetch, cook and deliver — and the literacy work happens inside the game rather than beside it.
What's included:
9 x magnetic Literacy Kitchen tiles that snap together into the game board
Activity cards
1 x illustrated storybook following Marshie the Marshmallow
What students practise:
Phonics, vocabulary and word recognition, prompted by the activity cards
Sequencing and logic — the coding is the vehicle, not the subject
Following multi-step instructions and checking their own work when the robot gets it wrong
How you can run it:
Entirely screen-free with the board, cards and storybook
Or paired with the free companion app for guided phonics lessons and rewards
Built on Universal Design for Learning principles, so one box works across a mixed-ability group rather than needing a separate activity for students who read at different levels. No coding experience needed to teach it. Requires a KaiBot robot and coding cards, sold separately.
KaiBot Market Math — Grades K–3
$229.00 ex GST
($251.90 inc GST)
Market Math turns a supermarket into a maths lesson. Students take on Marshie the Marshmallow's shopping run, programming KaiBot with coding cards to collect items for each customer while working through the numeracy challenges on the activity cards.
What's included:
9 x magnetic Market Math tiles that snap together into the game board
Activity cards
1 x illustrated storybook
What students practise:
Counting, addition and number recognition in a real-world shopping context
Budgeting and decision-making — choosing what fits the money available
Sequencing, logic and pattern recognition through the screen-free coding
How you can run it:
Entirely screen-free using the board, activity cards and storybook
Or paired with the free companion app, which adds guided maths levels and a karaoke mode for younger classes
Designed on Universal Design for Learning principles, so a single box suits a mixed-ability group. No coding expertise required to run it — the maths leads and the coding follows. Requires a KaiBot robot and coding cards, sold separately.