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 style student invention

Pong game

Cookie jar alarm student invention

Cookie jar alarm

Tea dunking machine student invention

Tea dunkerer

Rapid reaction student invention

Rapid reaction

Basketball game student invention

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.

1

Coding confidence

Students learn sequence, loops, inputs, outputs, sensing and variables through guided coding and first inventions.

2

Engineering habits

Students define, design, plan, code, make, test and iterate using the invention cycle.

3

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.

Reusable electronics Bits move from project to project.
No subscription The coding app is free to use.
Free resources Teacher and student guides are available.
10 students Each classroom bundle supports 10 students.
Quote friendly Use the contact form for school purchasing.

Next step

Start with the right pathway.

Start with Unit 1, choose the complete pathway, or try one invention first.

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