Invention Engine
Teach coding through inventions students want to build.
Students use code, cardboard and reusable electronics to build real inventions they can test, improve and proudly show.
What students build
Coding has a reason.
Students make games, alarms, machines and interactive builds they can test, improve and proudly show.
Pong game
Cookie jar alarm
Tea dunkerer
Rapid reaction
Basketball game
How it works
Code becomes something real.
Students code behaviours, connect bits, build with cardboard and test what happens. The Hub stores the program, and the bits make the invention respond.
Code behaviours
Students use block-based coding to control what happens.
Connect bits
Lights, buttons, sensors and motors make the code visible.
Build cardboard
Cardboard makes inventions fast to build and easy to change.
Test and improve
Students debug, adjust and make the invention better.
Lesson pathway
From first code to independent invention.
Unit 1 builds coding confidence. Unit 2 builds engineering habits. Unit 3 builds student ownership.
Coding confidence
Students learn sequence, loops, inputs, outputs, sensing and variables through guided coding and first inventions.
Engineering habits
Students define, design, plan, code, make, test and iterate using the invention cycle.
Student ownership
Students find real problems, design solutions and present original inventions.
Teacher confidence
You can run this in class.
Teacher guides, student guides, the Invention Journal and setup support help you lead the pathway without building every lesson from scratch.
Plan the lesson
Use lesson purpose, prompts, tips and teaching notes.
Prompt thinking
Guide questions, ideas, feedback and discussion.
Support testing
Students test, debug and improve one change at a time.
Show learning
Code, prototypes, journals and reflections make progress visible.
Classroom bundles
Choose your starting point.
Start with Unit 1, choose the complete pathway, or try one invention first.
School approval
Easy to justify to your school.
Give administrators a clear reason to say yes: reusable hardware, free resources, quote-friendly purchasing and a complete classroom pathway.
Next step
Start with the right pathway.
Start with Unit 1, choose the complete pathway, or try one invention first.
