Explore what you can learn
Not subjects, possibilities. Something you could build with every topic we teach.
- Coding: A maze game you can play. Move, collide, keep score: the ideas every program is built from. From age 8.
- Python: A quiz bot that marks your answers. Questions in, a score out, and a message that changes with how you did. From age 10.
- Web development: Your own portfolio website. A real site with your projects on it, that you can send to anyone. From age 11.
- App development: A homework tracker app. Add a task, tick it off, get a nudge the night before it's due. From age 12.
- Game development: A platform game with levels. Jumping, coins, a boss at the end, and a friend to beat your score. From age 10.
- Artificial intelligence: A model that tells cats from dogs. Collect the photos, train it, and find out where it goes wrong. From age 12.
- Machine learning: Predict tomorrow's temperature. Real weather data, a model that learns the pattern, and a guess you can check. From age 14.
- Generative AI: A storybook written with AI. You plan the plot and the characters; AI helps with drafts and pictures. From age 10.
- Robotics: A line-following robot. Two sensors, two motors, and code that keeps it on the track. From age 9.
- Electronics: A reaction-time game with LEDs. Wait for the light, hit the button, see who's fastest. From age 9.
- Arduino: A plant that beeps when it's thirsty. A soil sensor, a buzzer and a few lines of code. From age 10.
- IoT: A room sensor you check from your phone. Temperature and humidity, sent to a page you can open anywhere. From age 13.
- 3D printing: A phone stand with your name on it. Design it, slice it, print it, and fix it when it wobbles. From age 8.
- CAD: A gear set that actually meshes. Measured parts that turn together the first time, or the third. From age 12.
- Laser cutting: A lamp shade cut from one sheet. Flat patterns that fold into a shape, with light coming through. From age 12.
- Digital fabrication: A custom chess set. Sixteen pieces designed as a family, then made for real. From age 12.
- Prototyping: A working model of your own invention. Rough first, then better: every version teaches the next. From age 12.
- Mathematics: Graph the path of a thrown ball. Film it, plot it, and find the curve hiding in the throw. From age 11.
- Physics: A marble run that times itself. Ramps, speed and friction, with a sensor at the finish line. From age 10.
- Chemistry: A pH indicator from red cabbage. One vegetable, a row of cups, and every colour of the scale. From age 9.
- Biology: Grow beans in different light. A fair test, a daily measurement and a chart at the end. From age 8.
- Environmental science: Measure the air at home. A sensor, a week of readings, and what changes when you cook. From age 11.
- Astronomy: A scale model of the solar system. Work out the distances first. They're bigger than anyone expects. From age 8.
- Engineering: A stick bridge that holds a brick. Triangles, load and testing it until it breaks. From age 10.
- Digital design: A poster series for a real event. A brief, three drafts and feedback, the way designers work. From age 12.
- Creative coding: Art that draws itself with code. Rules, randomness and colour, and no two pictures the same. From age 11.
- Digital art with AI: A comic with an AI helper. You write and direct; AI helps sketch the panels you describe. From age 10.
- Product design: Redesign something you use every day. Watch people use it, find the annoying part, and fix it. From age 13.
- 3D animation with Blender: A ten-second animated short. Model it, light it, move it, render it. From age 12.
- Interactive projects: A music toy that reacts to you. Wave, tap or clap, and it plays back something different. From age 12.
- Terrariums: A sealed jar garden. Soil, stones, plants and a lid: a water cycle you can watch. From age 6.
- Science experiments: A colour-changing reaction. Mix, predict, watch, and explain what just happened. From age 6.
- Working models: A hydraulic arm from syringes. Water, tubes and cardboard, lifting more than you'd think. From age 9.
- Maker projects: A cardboard arcade game. Cut, glue, test, and a crowd queuing to play it. From age 7.
- DIY electronics: A torch you solder yourself. Your first circuit board, and the moment it lights up. From age 10.
- Sustainable projects: A solar phone charger. Sunlight to battery, and a meter to prove it's working. From age 12.
- Engineering challenges: An egg-drop lander. Forty-five minutes, a few materials and one very fragile passenger. From age 8.