“Why won’t it
stay up?”
A story gives the problem a face. Toviko tries, gets frustrated and discovers that another person sees something he missed.
Short animated adventures where children practise asking questions, creating, understanding feelings, working together and making thoughtful choices.
A wobbly invention.
Two different ideas.
The cart won’t stay steady. Toviko wants to keep building. His friend Mina has noticed something.
More than one useful way forward. What matters is your reason.
The habit of asking one more question. The courage to try again. The care to listen. Explore the six human skills behind Toviko’s adventures.
“How could we check?”
Stay with the wobbly cart for a moment. Here’s how a question on screen turns into something a child practises in their own world.
A story gives the problem a face. Toviko tries, gets frustrated and discovers that another person sees something he missed.
Ask the child to explain their choice. “What makes you think that?” Listen without rushing to supply the answer.
Fold scrap paper into a bridge between two books. Try a small paper load. Change one fold and compare. What helped?
Watch the series introduction and episodes together, pause at the key question, and pair any story with a 10–20 minute off-screen activity below.
Explore all videos on YouTube ↗Choose a skill area and age group. Each 10–20 minute off-screen activity uses everyday paper and pencils and includes clear steps and a discussion prompt.
All 18 off-screen activities, age adaptations (5–7, 8–10, 11–12) and adult prompts—printable and ready for home or classroom use.
Meet Toviko is an open-ended series of short animated episodes. Stories and learning-area playlists keep growing over time. The off-screen activity library is a companion resource, not an episode list or a required viewing schedule.
Each episode is 2–5 minutes long. Optional off-screen activities take 10–20 minutes and help children practise an idea through talking, making, observing or acting. Pick what’s useful, repeat favourites, and use the child’s pace.
No. Every core activity works offline. AI examples can be fictional or prepared by an adult. If an adult chooses a live demonstration, follow the service’s age rules, keep the adult in control, and never enter a child’s name, image, voice, location or private information.
Passing is always welcome. Use made-up situations, invite drawing or quiet observation, and never ask a child to disclose a private or upsetting experience. Stop or adapt an activity if it feels uncomfortable.
Look for a new question, a thoughtful choice, a second attempt or an act of care. Each activity gives adults something to notice through everyday conversation.
Yes. Every activity works with simple paper and pencils for circle time, advisory, or primary lessons, and the complete guide can be printed directly from this page.
MEET TOVIKO · STARTER ACTIVITIES FOR REVIEW
Human skills for an AI world. By The Green Box World.
The video series is open-ended, with 5-minute episodes. This starter library contains optional 10–20 minute off-screen activities. Its activity references are not episode numbers or a fixed video target.
An original, practice-based curriculum proposal. It has not been piloted or scientifically validated, and it is not accredited, certified or endorsed by the organizations cited. Age bands are flexible planning guides, not developmental tests.
Start with a strand that interests the child or fits an everyday situation. Choose an activity, repeat it or explore another strand at your own pace. The three optional practice groupings below organize the starter activities by growing complexity; they are not episode batches, seasons or a required course sequence.
1
Meet the language and try one supported move.
2
Use a strategy, compare evidence and explain a choice.
3
Combine skills, respond to feedback and carry a small idea into action.
Watch a five-minute episode when it suits your family. If the child wants to explore further, choose a related offline activity, repeat a favourite or try its home connection. There is no fixed schedule or completion deadline.
Choose activities around your learners’ interests or current needs. An episode can open a discussion, and an optional 10–20-minute activity can follow immediately or on another day. Allow extra transition time and adapt the pace.
Choose any of the six strands. Within a strand, the three starter activities offer a suggested increase in complexity, with no requirement to do all of them. Give the safety introduction and explain the skill before a stand-alone activity.
Use the age adaptation that fits the child and task, regardless of chronological age. Split a mission into two sittings, revisit it, or reduce the number of examples. Never require a child to earn access to a break or a preferred communication method.
One child with an adult; pairs; or a class working in small groups. For paired missions, a caregiver can be the partner. Use pairs or trios when possible so each person has a real contribution.
Most missions need 2–5 minutes of adult preparation. Reuse paper, safe household objects and hand-drawn cards; no bought kit, printer or AI subscription is needed.
A mission is complete when the child has had a supported chance to try and reflect. A finished product, perfect answer or calm appearance is not a requirement.
Explore at your own pace
Activity numbers organize the starter library only. They are not video episode numbers or a fixed channel plan.
Video episode: 5 minutes. Optional offline activity: 10–20 minutes, separately from viewing time.
Every core mission works offline. Children do not need to create an account, enter a prompt or interact with a live AI system.
AI is computer technology people build. Some AI systems learn patterns from examples to make suggestions or generate words and pictures. They can get things wrong or leave people out. People must check and decide what to do.
For adults who want one brief example after AI2, subject to the rules above.
Suggest two ways to organize a pretend box of crayons. Do not ask for personal information.
Use these authored suggestions: “Sort by colour” and “Put the colours used most often where they are easiest to reach.” Test and revise them without an AI system.
Share the name of the skill and one specific example of effort. Offer the home connection as an invitation, with no special supplies, purchase, screen time or public sharing required.
Use brief observations to decide what support or practice to offer next. This is formative learning evidence, not a validated scale, diagnosis or prediction of future success.
Uses the strategy after new modelling, prompts or narrowed choices, alongside the access supports they ordinarily use.
Uses the strategy in the familiar task with the supports they ordinarily use.
Uses or adapts the strategy in a different situation, with appropriate supports.
There was no fair opportunity to see the skill today. Try another format, time or context.
Keep only the minimum useful notes in a private, approved location. Do not include sensitive disclosures in routine learning-evidence records. Handle concerns and any required records separately under the setting’s safeguarding procedures. Do not create public rankings or send children’s work to an AI tool. Follow the setting’s privacy and retention rules.
Celebrate a useful attempt or a newly noticed strategy whenever it happens. There is no required series-completion milestone; any celebration recognizes participation, not certified competence.
Separate an observation from a guess, then use new evidence.
Toviko finds a cloth covering something on the table. “It must be a treasure!” he says. His friend asks, “What have we actually noticed?”
Read the hook. Children may look from different angles without touching or peeking under the cloth.
Collect two observations about the visible shape or cloth. Put possible objects in “I wonder”. Model “I notice a long shape; I wonder if it is a spoon.”
Ask what would help: seeing one end, asking about the material or uncovering it. Offer one agreed clue, then invite a revised guess.
Uncover the object. Children point to a clue that helped and change a guess if needed. Celebrate a revision as useful thinking.
Draw or say “I thought… Now I think… because…” Ask where else it might help to look before deciding.
Which part did you notice, and which part did your mind add?
Practise: Name or indicate two things noticed and one guess; use the reveal to confirm or change the guess.
Use one object and two picture choices; the adult writes the child’s words.
Practise: Record two observations and two possible explanations, then explain how new evidence supports or changes the conclusion.
Invite an alternative explanation before the reveal; record evidence in two columns.
Practise: Explain why several explanations can fit the same clue and name an extra check that would distinguish them.
Consider a misleading but true clue, and explain why confidence alone would not settle the question.
Describe the visible features aloud; allow tactile examination of a safely covered object or use an accessible audio mystery instead.
At home, pause over a harmless everyday guess and ask, “What did we notice? What could we check?”
Care comes first. Use familiar, non-breakable objects. Participation never requires touching an unknown item.
Recognize possible feelings without assuming everyone feels the same.
Toviko’s paper tower falls just as he is ready to show it. His face is hard to read. One friend thinks he is disappointed; another thinks he is relieved to start again. How could they find out?
Tell the story. Say that a feeling cannot be known just by looking at a face.
Choose a weather shape or feeling word for how Toviko might feel. More than one answer is welcome.
Ask what in the story supports that possibility and what is still unknown. Children may also choose “not sure”.
Rehearse “How are you feeling?” and “Would you like help, company or some space?” The adult plays Toviko and chooses an answer.
Show one way to respect Toviko’s answer. Remind the child that sharing their own feelings is optional.
That feeling could fit. How could we check with Toviko instead of deciding for him?
Practise: Choose a possible feeling for Toviko and show one supportive question or offer.
Offer two feeling symbols and an “unsure” option; model the supportive question.
Practise: Suggest two plausible feelings, connect each to the situation and ask rather than assume which one fits.
Explore two feelings at once and compare different supportive responses.
Practise: Explain how mixed feelings or different experiences can change a person’s response to the same event.
Discuss how an apparently cheerful response can still leave room for disappointment, without treating facial expressions as diagnostic.
Use words, textures, symbols, sign or AAC. No requirement to identify body sensations, make facial expressions or describe personal feelings.
Use “I wonder how they feel; we could ask” with a storybook character or a willing family member.
Care comes first. Do not ask for a real upsetting memory or rate the child’s emotional state. Pause if the scenario feels uncomfortable.
Listen for meaning, check it and include another person’s idea.
Toviko wants to draw a place for a tiny imaginary creature. His partner has an idea too. Can they make a picture that holds both ideas?
Read the hook. Each partner thinks of one thing the imaginary creature needs.
Partner A shares. B says or shows “I heard…” and asks “Did I get that right?” Switch roles. Allow silent planning before answering.
Agree where the two ideas go. Draw, dictate or place paper shapes together; each person has a choice that affects the picture.
Point to both contributions and ask whether the picture represents them fairly.
Name one listening move that helped. If an idea was missed, make one repair.
Before adding your idea, can you show what your partner meant and check with them?
Practise: Repeat or indicate one partner idea and include it in a shared drawing.
Offer concrete choices such as a sleeping place and a play place; use short turns.
Practise: Summarize a partner’s idea, ask one clarifying question and agree how both ideas will appear.
Ask partners to explain one design choice together and negotiate where ideas overlap.
Practise: Notice a misunderstanding, repair it and explain how both partners influenced the result.
Add a gentle constraint, such as limited space, and ask whose priority the compromise serves.
Use parallel drawing, pointing, sign, AAC or an adult scribe. Provide predictable turn cues without requiring speech, eye contact or touching.
Invite the child to check one everyday message with “Did I understand you?”
Care comes first. Partners may request a change or work with an adult. Do not force agreement or physical closeness.
Generate different ideas before settling on one.
Toviko finds a plain paper circle. Is it a moon, a wheel, a window or something nobody has named yet? The adventure begins when he asks, “What else?”
Tell the story. Show a circle with no picture around it.
Take turns turning circles into different things through drawing, words or arranged objects. Keep ideas open; they may be realistic or fantastical.
Ask which ideas are alike and which are different: a thing, a place, a creature or a tool.
Choose one and add detail that gives it a purpose. Ask what it does or who would use it.
Show an idea that changed while making it. There is no single best picture.
We have one possibility. Can you find a different kind of possibility?
Practise: Create at least two different imagined uses or meanings for the same paper shape and develop one.
Offer one model, then invite a different idea; accept two rather than three.
Practise: Generate three ideas from different categories, choose one for a purpose and explain the choice.
Encourage different categories before adding details to one idea.
Practise: Combine two ideas into a new concept and explain how the combination changes its possible use.
Add a constraint such as “works without electricity” and combine two possibilities.
Use tactile shapes, dictation, objects or collage. Adults may draw exactly as directed; evaluate the idea rather than motor control.
Find a harmless everyday object and imagine two new pretend uses without actually using it unsafely.
Care comes first. Keep pieces large and use safe materials. No competitive judging or copying comparison is needed.
Understand that an AI suggestion can be useful yet still require human judgement and inclusion.
Toviko asks a pretend suggestion machine for a game everyone can join. Its card says, “Have a fast-running race. Everyone will love it.” Toviko pauses. Did the machine ask what everyone needed?
Read the hook and the child-friendly AI explanation from the adult guide. Be clear that the paper machine is a teaching simulation, not a real AI system or a person.
For each task, ask what a tool might suggest and what people must ask, check or decide. A name suggestion can help; a friend’s wishes require asking the friend.
Return to the race suggestion. Offer fictional needs: one child enjoys running, one prefers seated play, and one wants a quieter activity. Ask who was overlooked.
Design a choice of roles or a different game, such as a shared shape-building challenge. Check whether the fictional children would want it rather than assuming.
Complete “A tool can suggest… People still need to…” Name the trusted adult who could help.
What did this suggestion assume about people? Whose answer do we still need?
Practise: Explain that a computer suggestion can be wrong and name a person who can help check it.
Use two tasks and two fictional needs. Practise “It can be wrong; ask a grown-up.”
Practise: Identify one assumption or missing need in a simulated AI suggestion and revise it with a human reason.
Consider whether a suggestion can work for some people yet exclude others.
Practise: Explain how a system’s examples and design can shape suggestions, and propose a way to seek missing perspectives.
Discuss a pretend system shown only running games; explain why broader examples and people’s feedback could matter without guaranteeing fairness.
Use accessible movement options and accept any communication method. Do not ask a child to represent everyone with a disability or difference.
When a device offers a recommendation, ask with an adult: “How could this help? What still needs a person’s choice?”
Care comes first. No real AI, account or personal information is used. Do not call the pretend machine a caring friend or suggest it knows feelings.
Pause, compare likely effects and choose one helpful step.
Toviko wants the last blue crayon. His friend is using it. He could grab it, ask for a turn, or choose another colour while waiting. What might happen next?
Tell the story. Name the goal: Toviko wants to draw in blue and both children need respectful treatment.
Draw or act out two or three possible choices. Include asking, waiting with another colour, or suggesting shared turns.
For each path, ask what might happen to Toviko and the friend. Use “might”, since we cannot guarantee the response.
Choose a safe plan and practise its first sentence or gesture. The adult plays the friend and offers a reasonable response.
Ask what Toviko could do if the first plan does not work, such as seek adult help or choose another activity.
What might happen for each person if we choose this path?
Practise: Compare two choices and identify one likely effect before choosing a safe response.
Compare asking with grabbing, then model an alternative while waiting.
Practise: Compare three choices, consider effects on both children and give a reason for a plan.
Include three options and effects on both people.
Practise: Recognize uncertainty in predicted consequences and create a fair plan that can be revised.
Discuss differing views of fairness, including equal turns and extra support for a particular need.
Use puppets, arrows, pictures, AAC or adult role-play. Waiting practice should be brief and adapted, not a test of compliance.
Before a small everyday choice, ask “What could happen next, and who else is affected?”
Care comes first. Do not withhold necessary materials or engineer a real conflict. Adults step in if grabbing or distress occurs.
Change one feature while keeping a simple comparison fair.
Toviko says a folded paper bridge will hold more than a flat one. His friend says, “Let’s find out.” But one bridge has a shorter gap and a heavier load. Is that a fair comparison?
Read the hook. Ask whether changing paper shape affects what the bridge can hold.
Agree to keep the gap, supports, sheet size and test blocks the same. Compare a flat sheet with a sheet folded into shallow accordion pleats.
Place one block at a time in the centre, up to three. Stop if the bridge bends down or falls. Record what happened, including if both hold all three.
Reset and repeat if time permits. Use fresh matching sheets if loading creased or damaged either bridge. A different result is useful information; note it rather than choosing a favourite.
Say “In our test…” and report the observation. Name something that was not tested.
What must stay the same so we are checking the shape of the paper?
Practise: Help keep the gap and test objects the same while comparing two paper bridge shapes, then say what happened.
Adult sets the gap and models placing blocks; child predicts, counts or indicates the result.
Practise: Plan and carry out a comparison that changes the paper shape while holding the gap, paper and load method constant; record a result.
Children select the conditions to keep constant and record both trials.
Practise: Repeat a test, discuss variation and explain why one small test cannot prove which design is always strongest.
Consider measurement limits, repeated trials and whether different paper or gaps might change the result.
Let the child direct an adult builder; describe bending aloud and use tactile or spoken records instead of written tables.
When comparing two things, ask “Are we changing just the thing we want to check?”
Care comes first. Use only lightweight loads and low stable supports. Do not test a bridge with a person, animal, fragile object or body part.
Choose and review a supportive strategy rather than expecting one technique to work for everyone.
Toviko’s model keeps wobbling. He wants to try again, but first he needs something to help. His friend likes quiet; Toviko sometimes likes a stretch. They decide to make a menu of choices.
Read the story. Say that feelings do not have to disappear before someone can ask for help.
Read or show the menu. Discuss which option might suit Toviko now; no option is compulsory.
While settled, practise one chosen strategy briefly. The adult can model asking for help or turning one large job into a small step. Children may watch instead.
Draw or select two options and a trusted-person symbol. Include “try something else” and “stop for now”. Personal details do not need to be shared.
Ask whether the strategy felt useful, neutral or uncomfortable. Choose to continue, switch, seek help or stop.
What might help you have a little more choice about what to do next?
Practise: Choose and practise one comfortable support option, then indicate whether to continue, change the option or ask for help.
Offer two familiar options and co-regulate. The adult demonstrates a helpful request.
Practise: Match two possible strategies to a fictional situation and explain how to check whether one is helping.
Ask which strategy fits a noisy setting, a difficult task or a need for company.
Practise: Explain why a strategy may help in one situation but not another, and make a flexible support plan.
Consider access and context: a quiet break may need an agreed place or adult help.
Do not require breathing exercises, eyes closed, stillness or body awareness. Offer movement, silence, AAC, observation or a break.
Keep the menu somewhere private and easy to reach. An adult can use it too and say which option they are choosing.
Care comes first. Practise in a low-stress moment. Never deliberately upset a child to test a strategy; this is not therapy or a behaviour-management test.
Share influence and roles while working toward a joint goal.
Toviko’s team is building a pretend park. One person keeps choosing everything, while another has an idea nobody has heard. How can the team make room for everyone?
Read the hook. Ask how we can know whether everyone has had a real say.
Each person shares one idea in their preferred way. Choose where the quiet and play places could go. Assign or share roles.
Build or draw the park. After three minutes, pause: “Whose idea have we used? Who wants a different role or some help?” Change roles or support as agreed.
Check whether the park includes both a quiet place and a play place. Ask each person whether one of their choices appears, and make one agreed change.
Name a moment when listening changed the plan. Thank a specific contribution without ranking teammates.
Has each person had a choice that changed our work, and what would help them join in?
Practise: Contribute one choice to a shared plan and use a supported turn or role change.
Use a pair and two roles; model short turns and one choice per child.
Practise: Agree a shared goal, distribute meaningful roles and use one check-in to improve participation.
Ask children to negotiate the first roles and suggest a useful mid-point change.
Practise: Identify whose ideas have less influence and renegotiate the process without assuming equal roles always mean fair participation.
Discuss the difference between identical work and meaningful participation, and test a more inclusive process.
Allow dictation, directing materials, checking, drawing or arranging. A person can stay in an accessible role while still having equal influence.
During a small shared job, ask “What part would you like to do, and what support would help?”
Care comes first. Do not assign roles by gender, ability label or popularity. Avoid public judgments about who is the best leader.
Use a small test and feedback to improve a prototype for a clear purpose.
Toviko folds a paper holder for three crayons, but it tips over. “That tells me something,” he says. What could he change so the crayons stay in place?
Tell the story and show the three crayons. Agree what a successful test would look like.
Sketch or describe two shapes. Choose one to try with the available paper and tape.
Fold, roll or arrange the paper. Adults can help with fine-motor work while children direct the design.
Place the crayons in the holder and count slowly to ten. Notice tipping, rolling or easy access. Change one feature and repeat the same test.
Show the changed feature and explain what the test taught. A design that still needs work is a valid result.
What happened in the test, and which small change might address it?
Practise: Make or direct a simple holder, test it and change one feature for a reason.
Offer a pre-folded tray and let the child choose which side or base to change.
Practise: Design a holder for three crayons, use a ten-second stability test and explain a revision based on what happened.
Ask the child to record the test and choose the next change independently with adult support available.
Practise: Compare two possible revisions and explain a trade-off such as stability, material use or ease of access.
Limit the second version to the same materials and compare stability with ease of removing a crayon.
Provide larger crayons, pre-folded parts or a helper who follows directions. A spoken design and adult-built model count.
When something is awkward to use, draw one change and say which problem it might solve.
Care comes first. Use paper and tape only; supervise any cutting. Test on a clear low surface, away from faces.
Check a confident-sounding output and separate facts from unsupported generalizations.
A pretend AI card tells Toviko: “I am completely certain: a triangle has four sides; three pairs of crayons make six crayons; everyone likes loud music.” The words sound sure. Should Toviko believe them all?
Tell the story. Explain that sounding confident does not make a claim true.
Make three spaces for the three statements. Children predict which claims they could check directly.
Trace and count the triangle’s three sides. Arrange three pairs and count six objects. For loud music, explain that preferences differ and one answer cannot speak for everyone; children may share a preference but need not do so.
Rewrite or say: “A triangle has three sides. Three pairs make six. People have different music preferences; ask them.” Identify what changed and why.
Practise “What is the evidence?” and name an appropriate adult or reference for a question they cannot check with objects.
What could we do to check this claim without just asking the same tool to say it again?
Practise: Check two simple statements using objects or a drawing and say that a confident AI answer can still be wrong.
Start with the triangle and pairs; discuss the preference example orally if time allows.
Practise: Classify three statements as incorrect, supported by a check, or an unsupported generalization, and explain how each was checked.
Use all three categories and ask for a check before judging each statement.
Practise: Distinguish a direct check from a suitable external reference and explain why an answer cannot validate itself.
Offer a fact that would need an appropriate reference, such as a historical date, and discuss how to find independent evidence with an adult.
Use tactile shapes and large objects, read the text aloud, and let the child place or point to category symbols. Do not play loud music.
Choose one harmless factual claim in a story or everyday conversation and check it together using a suitable source.
Care comes first. Use only the fictional paper response. Do not show harmful misinformation or invite children to search for it.
Consider different needs and an unintended consequence before acting.
Toviko wants to put the class’s shared art box on a high shelf to clear the table. It would look tidy, but could everyone reach it? A good idea for one problem can create another.
Read the hook and show the three need cards.
Compare a high shelf, a low accessible shelf, or labelled trays on a clear part of the table. Draw two plans.
For each plan, ask what might help or hinder each fictional person. A plan can have both benefits and drawbacks.
Change one plan using what the group noticed. Explain what permission and feedback would be needed before a real trial.
Name one thing still uncertain. Choose a way to ask the people affected rather than deciding for them.
Who benefits, who might find this harder, and whose view do we still need?
Practise: Identify two people affected by a choice and choose a plan that considers both.
Use two need cards and two picture plans. Model checking each person in turn.
Practise: Compare two plans against three fictional needs and change a plan to reduce an unwanted effect.
Use all three needs and invite one improvement that helps more than one person.
Practise: Explain a remaining trade-off and propose a reversible trial with a way to gather feedback.
Discuss a trade-off such as space versus reach and propose how to learn from a temporary trial.
Present needs verbally or through tactile layouts. Do not require a child to disclose access needs publicly or act as a spokesperson for a group.
Before moving something shared, ask “Who uses this, and should we check with them first?”
Care comes first. Keep the activity as a model unless the responsible adult approves a real change. Do not move furniture or reach high shelves.
Match the strength of a conclusion to the evidence available.
Toviko sees a poster: “THE BEST CRAYON HOLDER EVER! It can hold any number of crayons and never falls!” The maker tried it once with three crayons on a flat table. Toviko likes the picture, but he has questions.
Read the poster with enthusiasm, then ask what it wants us to believe.
Read the test card. Place “what was tested” beside “what the poster says”. Notice phrases such as any number, never and best.
Children ask what is missing: other holders, more crayons, repeated tries or a different surface. Choose one question that would improve the evidence.
Replace the big claim with “In one test, this holder held three crayons for ten seconds on a flat table.” Add an inviting picture without exaggerating the result.
Explain why liking an idea and asking questions can happen together. Decide whether another check is needed before using it.
Which words promise more than this little test can tell us?
Practise: Identify one claim on the poster and ask for a check before accepting it.
Focus on “any number”; ask whether testing three shows that it holds every possible number.
Practise: Compare the poster’s claims with the limited test information and rewrite one claim so it fits the evidence.
Compare each strong word with the test record and rewrite a sentence.
Practise: Identify missing comparison data, uncertainty and persuasive language, then propose a useful next test.
Design a comparison with another holder and explain why even several tests would not justify “never”.
Use spoken or tactile poster versions. Adults can read emphatic words neutrally if dramatic delivery feels uncomfortable.
With an adult, notice a harmless “best” or “always” claim and ask what evidence would support it.
Care comes first. Keep the example fictional and low-stakes. Do not make children judge real health, financial or safety advertising.
Combine emotional support with a manageable repair after a mistake.
Toviko reaches across the table and knocks his friend’s paper shapes onto the floor. He feels upset and wants to hide. He can pause, ask for help and find out what repair his friend would welcome.
Tell the story. Say that making a mistake does not make Toviko a bad person, and the friend’s feelings also matter.
Use the reset menu or choose adult help. Practise a pause that fits Toviko before he acts.
Role-play “I knocked these down. Would you like help picking them up?” The adult may say yes, ask for a different repair or want space.
Rehearse an agreed repair, such as gathering shapes, replacing torn paper or asking the teacher for help. If the friend wants space, respect it and plan to check later with adult guidance.
Name both parts: support for the person who made the mistake and care for the person affected.
What support could help Toviko take responsibility, and what repair would his friend actually want?
Practise: Choose a support strategy and rehearse one safe repair or help-seeking action in a fictional situation.
Offer two repair choices and let an adult model the words.
Practise: Explain a sequence of pause, support, check and repair, while respecting that the other person may need space.
Rehearse two different responses from the friend and adapt the next step.
Practise: Distinguish taking responsibility from demanding immediate forgiveness and adapt a repair to the affected person’s response.
Discuss why an apology is not a demand for forgiveness and why some repairs need adult support.
Use a puppet, drawing, sign, AAC or an adult role-play. A spoken apology, public disclosure or physical contact is never required.
Model an everyday adult repair: name what happened, ask what would help and follow through.
Care comes first. Do not use a recent real conflict without appropriate care or require reconciliation. For bullying, repeated harm or safety concerns, adults intervene through safeguarding procedures.
Learn a person’s needs through questions and use their feedback to revise a shared idea.
Toviko draws a reading corner for an imaginary neighbour. He adds bright lights and music because he likes them. Then he remembers: the neighbour is the one who will use the corner. What should he ask?
Read the hook. Explain that we will ask the fictional person instead of deciding from Toviko’s preferences.
Children ask questions such as “What helps you enjoy reading?” or “What would you like nearby?” Adult answers from the card and may say “I do not mind” when no preference is given.
Summarize what Noor said. Ask “Have I understood?” Distinguish an answer from an assumption.
Draw a corner using the answers. Show Noor, ask what to change and revise one detail or explain why no change is needed.
Point to a feature that came from listening. Ask whether another person might choose differently.
Did the person tell us that, or are we guessing? What question could help?
Practise: Ask one question about a fictional user’s preference and make one change based on the answer.
Offer two question starters and picture choices for quiet, light and book position.
Practise: Ask two open questions, summarize the answers and revise a design while checking that the change fits the user.
Use two open questions, summarize answers and check a revision.
Practise: Distinguish a stated need from an assumption and explain how different users might require different designs.
Introduce a second fictional user with a different preference and consider flexible options rather than choosing a winner.
Offer a visual question board, AAC or written interview. The adult can draw on the child’s instructions; no performance in front of a group is necessary.
Ask a willing family member one preference before planning a shared small activity.
Care comes first. The interview is with an adult playing a fictional character. Do not contact strangers, collect personal data or infer needs from appearance.
Combine ideas into a purposeful prototype and explain a trade-off.
Toviko imagines a future where everyday objects help people work together. He does not need a robot or a screen. Could a simple paper invention make sharing materials a little easier?
Read the hook. Choose a brief and identify a fictional user need, drawing on LT3 if completed.
Sketch or describe two ideas, then borrow one feature from each. For example, combine an easy-reach tray with picture labels.
Build a small model, draw a labelled plan or tell a step-by-step invention story. Explain how someone would use it.
Adult or partner asks a practical question: “How will someone know whose turn it is?” or “Can they reach it?” Make one change.
Say who it is for, how it helps and what still needs checking. Name help received from another person or tool if any was used.
Which two ideas did you combine, and how does the result help the person you designed for?
Practise: Combine two ideas into a model or drawing and show who it helps and how.
Offer two simple features to combine and accept a drawing with an oral explanation.
Practise: Create a prototype for a stated user need, work within two constraints and make one change after feedback.
Let the child choose the brief, plan within constraints and identify a remaining question.
Practise: Explain a trade-off, compare a non-digital and a digital possibility, and justify when simpler technology is enough.
Compare cost, materials, access or complexity of alternatives without requiring digital production.
Provide pre-cut large pieces or an adult maker. A spoken, signed or AAC-directed prototype can demonstrate the same thinking goals as a physical model.
Notice one small inconvenience at home and describe an invention that might help, including a person to ask before changing anything.
Care comes first. Keep inventions as paper models unless an adult approves real use. No electrical builds, moving furniture or claims that a model has been safety-tested.
Choose a safe, generic request and explain privacy, checking and credit.
Toviko wants ideas for a pretend reading corner. A friend says, “Tell the tool everything about yourself so it knows you.” Toviko wonders: what information does this task actually need?
Read the hook. Say that this activity stays on paper and nobody will enter a real prompt.
Put the first two cards in “Generic idea only” and the other four in “Keep out of the tool”. Explain that a task can often be described without identifying anyone.
Arrange or write: “Suggest two ideas for a pretend reading corner using cardboard.” Ask which details were unnecessary and who chooses whether a tool is suitable.
Use the authored offline suggestion “Make a low cardboard book tray.” Children name a practical check and a final human decision. Practise credit: “I made the design; an adult/partner helped with an idea.” For actual AI help, name it honestly.
Draw or say a three-part rule: “Keep private information out. Ask a trusted adult. Check and choose.” Add “Say who helped” when sharing work.
What does this task need to know, and what can stay private?
Practise: Identify two examples of private information and choose a trusted adult before any AI use.
Use four cards, including two clear private examples. Adult reads all labels and models the rule.
Practise: Remove unnecessary personal information from a fictional request and explain who checks and decides how the result is used.
Use all six cards; ask why another person’s information also needs protecting.
Practise: Explain data minimization, appropriate credit and why a safe-looking prompt still requires adult tool review and human judgement.
Discuss how several ordinary details can identify someone when combined, without using real examples from the child’s life.
Use icons, large print, tactile symbols or spoken sorting. Do not require handwriting or make children disclose what private information they possess.
Make a private-information rule together for the family or classroom, using generic examples and the adults responsible for help.
Care comes first. No cards, photos, voices, real details or child work are uploaded. The programme’s no-child-account rule remains in place, including for the optional stretch.
Combine the six habits in a small reversible action and reflect on its effect.
Toviko has practised wondering, making, pausing, listening and checking. Now he spots a small problem: shared drawing materials are hard to find. What could he try that is kind, useful and easy to change back?
Observe the materials as they are. Ask a willing partner or adult playing a user what would help. If useful, note how many moves it takes to find a chosen colour; a verbal observation is enough.
Suggest two arrangements. Consider reach, ease of finding and other users. Choose one small trial and ask the adult for permission. Decide what would count as helpful.
Try the approved arrangement or model. Share a meaningful role, use a reset strategy if needed and keep changes easy to undo. AI is unnecessary; explain why direct observation and people’s views are useful here.
Ask the same person to try the same task again. Compare with the earlier observation and ask what was easier or harder. Keep, revise or undo the change with permission.
Complete “We noticed… We tried… We learned… Next we could…” Name a human skill used and thank help received.
What small change can we try safely, and how will we find out whether it actually helps?
Practise: Choose one small approved action, take it with support and point to what happened.
Offer two approved arrangements and an adult partner. The child directs one change and shows the result.
Practise: Gather one observation and one user view, compare two actions, carry out a reversible trial and explain its effect.
Let the child plan the comparison, share roles and explain the effect with a reason.
Practise: Identify a trade-off or unintended effect, evaluate the small trial without overclaiming and propose a next check.
Discuss limits of a single user trial and what more information would be needed before changing a whole classroom.
Choose a task meaningful and accessible to the learner. Directing a helper, using a model or giving feedback is valid participation.
Revisit the change at a convenient later moment. Ask whether it is still helpful; there is no obligation to keep it.
Care comes first. No purchases, public posting, contacting strangers, collecting personal data or permanent changes are needed. Stop if the task causes distress or affects access for others.
These references informed the design; they do not endorse, certify or validate this curriculum.
AI competency framework for students · 2024
Human-centred judgement and responsibility in AI education; awareness of ethics and inclusive design. The framework includes four dimensions and three progression levels. This introductory curriculum does not cover the whole framework.
Guidance on AI and children, version 3.0 · 2025
Child-centred safeguards including privacy, safety, fairness, transparency, inclusion, agency and well-being. This is policy guidance, not a tested lesson sequence for these ages.
What Is the CASEL Framework? · Framework webpage, accessed 2026
Concepts of self-awareness, self-management, social awareness, relationship skills and responsible decision-making, and explicit, active, sequenced practice. No CASEL programme designation is claimed.
The design choice to offer playful practice, adult support and adjustable challenge. The guide has age-grouped activities; Meet Toviko’s own age bands and missions have not been validated by it.
Universal Design for Learning Guidelines, version 3.0 · 2024
Choices in engagement, accessible representation and different ways to act or express understanding. The access suggestions here are a practical starting point, not an individual access assessment.
Sustainability Capacity Building in Saudi Arabia: The 5-Stage Capability Methodology · Webpage, accessed 2026
Verified names Understand, Imagine, Investigate, Create and Act, adapted here into a child-friendly routine. No transfer of the source programme’s accreditation, impact or outcome claims is implied.