Every course and program
Live online courses for ages 6 to 18, and programs for educators, makers and professionals.
Kautuk: Science, maths and hands-on projects
Science
Physics, chemistry, biology and astronomy, tested at home.
- Little scientists, ages 6 to 8, Starter. Magnets, colours, floating and sinking: a question every class, and an experiment to answer it.
- Physics you can build, ages 10 to 14, Builder. Forces, motion, light and energy, measured with catapults, pendulums and circuits they make.
- Kitchen chemistry, ages 9 to 13, Starter. Acids, bases, crystals and reactions, with safe experiments using things from the kitchen.
- Astronomy and space, ages 10 to 18, Starter. Planets, stars and orbits: what's up there, how we know, and how to find it tonight.
- Science fair lab, ages 12 to 18, Engineer. Choose a real question, design a fair test, collect data and present it like a scientist.
- Hands-on science teaching workshop, for Science and maths teachers, Starter. A term of ready-to-run experiments for your classes
Mathematics
Pattern, number, geometry and data, used on real things.
- Maths through making, ages 7 to 10, Starter. Shapes, measurement, symmetry and number, learnt by building things that have to fit.
- Logic and problem solving, ages 9 to 14, Builder. Puzzles, patterns and proofs: how to attack a problem you've never seen before.
- Maths for modelling, ages 13 to 18, Engineer. Algebra, statistics and graphs used to model real things: population, money, motion and chance.
- Maths for data and AI, for Professionals moving into data, Builder. The maths to read a machine-learning paper with confidence
Hands-on projects
Terrariums, working models and sustainable builds.
- Terrarium building, ages 7 to 14, Starter. Build a sealed living ecosystem, and learn about plants, soil, humidity and the water cycle by watching it.
- Working models and challenges, ages 8 to 14, Builder. Engineering challenges against the clock: towers, bridges, egg drops and marble machines.
- Sustainable projects, ages 10 to 18, Builder. Solar power, composting, water filters and upcycling: projects that make a small difference.
- Terrariums and living design, for Makers, designers and gift makers, Starter. Two finished terrariums, and the know-how to make more
Robocon.in: Robotics and electronics
Robotics
Machines that sense, decide and move by themselves.
- Robo starters, ages 6 to 8, Starter. Snap-together robots with motors and simple sensors, programmed with blocks.
- Arduino robotics, ages 10 to 14, Builder. Motors, drivers and sensors wired by hand and programmed in Arduino code.
- Robot arms and grippers, ages 12 to 16, Builder. Servos, linkages and joint angles: making a machine pick something up without dropping it.
- Competition robotics, ages 13 to 18, Engineer. Team builds for timed challenges, with strategy, test logs and a pit crew.
- Embedded systems and robotics, for Engineers and technical hobbyists, Builder. A robot that navigates on its own, and the code behind it
- Robotics lab training for teachers, for Teachers and lab coordinators, Builder. A term of ready-to-teach robotics lessons
Electronics and DIY
Circuits, sensors, soldering and gadgets that work.
- Circuit explorers, ages 8 to 10, Starter. Batteries, bulbs, switches and buzzers, until circuits stop being mysterious.
- Arduino and sensors, ages 10 to 14, Builder. Reading light, heat, distance and motion, and making something happen because of it.
- Soldering and circuit boards, ages 12 to 18, Builder. Supervised soldering, reading schematics, and designing a first custom circuit board.
- IoT and smart devices, ages 13 to 18, Engineer. Devices that talk to the internet: sensors, dashboards and alerts on a phone.
- Arduino and IoT for makers, for Hobbyists and career changers, Starter. A working IoT device of your own design
Mechanical engineering
Gears, levers and structures: how things move and hold.
- Simple machines, ages 6 to 9, Starter. Levers, pulleys, ramps and wheels, tested with real weights.
- Gears and mechanisms, ages 9 to 13, Builder. Gear ratios, cams, cranks and linkages: turning one motion into another.
- Structures and bridges, ages 9 to 14, Builder. Why triangles win. Design, build and load-test until it breaks, then build it better.
- Mechanical design, ages 13 to 18, Engineer. Designing mechanisms in CAD, printing them, and making them actually work.
Drones and flight
Rockets, gliders and quadcopters, built and flown.
- Rockets and gliders, ages 8 to 12, Starter. Water rockets, gliders and parachutes, with launches, measurements and redesigns.
- Drone building, ages 12 to 18, Builder. Frames, motors, propellers and flight controllers, assembled, tuned and flown.
- Autonomous drones, ages 14 to 18, Engineer. Programming flight paths and sensors so the drone flies a mission by itself.
Makershift: 3D printing and fabrication
3D modelling and printing
Design a part on screen, hold it in your hand.
- 3D design with Tinkercad, ages 8 to 11, Starter. Shapes, holes and grouping, from a first keychain to parts that fit together.
- 3D printing lab, ages 10 to 18, Builder. How printers slice, layer and fail, and how to rescue a print that went wrong.
- 3D art with Blender, ages 11 to 18, Builder. Modelling, sculpting, texturing and lighting characters and scenes.
- Engineering CAD with Fusion 360, ages 12 to 18, Engineer. Sketches, constraints and assemblies, the way engineers design real products.
- 3D printing for entrepreneurs, for Founders and small businesses, Starter. A printed prototype of your own product
- Fusion 360 for product designers, for Designers and engineers, Builder. A fully modelled, multi-part product
Making and fabrication
Hand tools, laser cutting, and turning ideas into prototypes.
- Cardboard engineering, ages 6 to 9, Starter. Cutting, folding and joining with safe tools, and a great deal of tape.
- Hand tools and woodwork, ages 9 to 14, Builder. Measuring, sawing, drilling and sanding safely, finished properly.
- Laser cutting and design, ages 12 to 18, Builder. Vector drawing for cutting and engraving, and parts that slot together without glue.
- Invention studio, ages 13 to 18, Engineer. Find a real problem, prototype a fix, test it on real people, and pitch it.
- Digital fabrication workshop, for Makers, architects and artists, Builder. A fabricated object, and the files to make it again
Coding and software
Games first, then real code, then apps with real users.
- Scratch Jr stories, ages 6 to 7, Starter. Tap-together blocks that make characters move, talk and tell a story.
- Game studio in Scratch, ages 7 to 10, Starter. Loops, events and variables, learned by building games people want to play.
- Python foundations, ages 10 to 14, Builder. Real typed code: logic, functions and data, with a small project every week.
- Game development, ages 12 to 16, Builder. Physics, levels, scoring and sound in a proper game engine.
- Web and app making, ages 13 to 18, Engineer. HTML, CSS and JavaScript, then a working app with a real person using it.
- Software development, ages 15 to 18, Engineer. Planning, version control, testing and shipping as a team, the way software is really made.
- Python for working professionals, for Anyone who works with spreadsheets or data, Starter. Three scripts that save you time every week
- Full-stack web development bootcamp, for Career changers and aspiring developers, Builder. A live web app and a portfolio to show employers
- Coding for educators, for Teachers of any subject, Starter. Lesson plans and projects for your own classroom
- Software engineering practices, for Working developers, Engineer. Habits that make your code easier for others to trust
Neurokul: AI and machine learning
AI and machine learning
Train models, test them, and learn where they fail.
- AI explorers, ages 8 to 11, Starter. Train image and sound models on their own examples, then try to fool them.
- Machine learning with Python, ages 12 to 16, Builder. Data, training and testing with real datasets, and honest reporting of the results.
- Computer vision for robots, ages 14 to 18, Engineer. Cameras, object detection and tracking, running on a robot.
- AI application development, ages 15 to 18, Engineer. Combining code, data and a trained model into an application people can use.
- Machine learning for professionals, for Analysts, engineers and managers, Builder. A trained model on data from your own field
- Predictive analytics with Python, for Analysts and business teams, Builder. A forecasting project you can present at work
- Computer vision projects, for Developers and engineers, Engineer. A deployed vision model that works outside the notebook
Generative AI
Prompting, creating and automating, and knowing when AI is wrong.
- Using AI responsibly, ages 11 to 18, Builder. Using AI tools to learn and make, and spotting when they are wrong or unfair.
- AI creative tools, ages 10 to 18, Starter. Text, images and presentations made with AI, and the judgement to edit what comes back.
- Generative AI fundamentals, ages 11 to 18, Starter. What generative models are, how they work at a high level, and what they cannot do.
- Prompt engineering, ages 12 to 18, Builder. Instructions, context and examples that steer a model towards useful, checkable answers.
- AI-assisted coding, ages 13 to 18, Builder. Using AI to read, write and debug code, while still understanding every line that ships.
- AI automation and agents, ages 15 to 18, Engineer. Multi-step workflows and agents that use tools to gather, sort and act on information.
- Generative AI for professionals, for Anyone who writes, plans or analyses, Starter. A personal AI workflow for your own job
- AI for educators, for Teachers and school leaders, Starter. An AI policy and toolkit for your classroom
- Prompt engineering for teams, for Teams adopting AI, Builder. A tested prompt library for your team's real tasks
- AI-assisted coding for developers, for Working developers, Builder. A project built twice as fast, reviewed properly
- AI automation and agents for business, for Founders, operations and developers, Engineer. A working automation for one of your own processes