Lessons

From first code to independent invention.

Students start with guided coding, grow into the invention cycle, then take on open-ended projects that build creativity, confidence and problem-solving.

You get the guides, prompts and classroom resources to teach the pathway with less prep.

Invention Engine sample pack and classroom materials
The pathway gives you a structured way to move from first code to student-led invention.
Unit 1Coding confidence Unit 2Engineering habits Unit 3Student ownership

Lesson progression

Each unit adds a new layer.

The sequence is designed to reduce friction for you and build confidence for your students.

Invention Engine Unit 1 bundle

Unit 1 is the required starting point for new classrooms.

Unit 1 · Start here

Build coding confidence.

Unit 1 gives students the foundation: how computers receive input, follow instructions and produce outputs. Students practise each concept, then apply it in invention challenges.

Students learn

Input-process-output, sequence, pseudocode, loops, sound, user input, conditionals, sensing, data and variables.

Students practise

Light patterns, traffic lights, emergency alerts, interactive characters, alarms and arcade games.

Students grow

Confidence, computational thinking, debugging, persistence and pride in making code visible.

Invention Engine Unit 2 bundle

Unit 2 turns coding into engineering through the invention cycle.

Unit 2 · The invention cycle

Build engineering habits.

Unit 2 moves students into the invention cycle. They define needs, design ideas, plan builds, code behaviours, test results and improve the invention.

Students learn

Empathy, constraints, specifications, mapping, snippets, movement, Boolean logic, light sensitivity and random numbers.

Students practise

Drowsy driver solutions, dial-controlled inventions, music boxes, light-sensitive creatures and interactive books.

Students grow

Design thinking, testing, feedback, iteration, collaboration and stronger problem-solving habits.

Invention Engine Unit 3 bundle

Unit 3 opens the door to student-led invention projects.

Unit 3 · Open invention projects

Build student ownership.

Unit 3 gives students room to identify real problems, understand users, propose ideas, prototype solutions and present original inventions.

Students learn

Problem finding, empathy, user-centred design, research, project proposals, ethics and social impact.

Students practise

Choosing a problem, planning a project, building a prototype, testing, improving and presenting their solution.

Students grow

Independence, creativity, project management, communication, adaptability and innovation.

Skills students build

Skills beyond the build.

The finished invention matters. The bigger value is the thinking students practise while they get there.

Students are not just finishing activities. They are practising the habits behind invention.

Creativity

Students generate, combine and improve ideas.

Critical thinking

Students define the problem before they solve it.

Collaboration

Students share feedback and build on each other’s thinking.

Communication

Students explain how the invention works and why it helps.

Persistence

Students test, debug and keep going when something fails.

Project management

Students plan materials, timelines, milestones and next steps.

Ethical thinking

Students consider users, purpose and the impact of their solution.

Innovation

Students turn “what if?” into something real.

Teacher support

Teach the pathway with confidence.

The teacher guides give you the structure, prompts and troubleshooting support to keep students moving from first code to independent invention.

Teacher supporting students using Invention Engine

Plan the lesson

Use purpose, vocabulary, delivery notes, timing and cross-curricular links to prepare faster.

Prompt thinking

Use student questions, discussion prompts, optional activities and extension ideas.

Coach feedback

Guide milestones, critical friends, testing, iteration and resubmission after feedback.

Support troubleshooting

Use setup checks, port checks, power checks, bug box checks and cardboard build tips.

Student working with Invention Engine worksheets and journal
The Invention Journal helps students document the journey, not just the final invention.

Student evidence

Learning you can see.

Students produce code, prototypes, journals, test results, design changes and reflections. The finished invention matters, but the learning journey is the proof.

Code

Students plan, write, download, test, debug and save programs.

Prototype

Students build physical inventions with cardboard and reusable electronics.

Test results

Students compare what happened with what the invention was meant to do.

Reflection

Students explain what changed, what worked and what they learned.

Free teacher resources

Download the guides for every unit.

Use the guides and journal to plan the pathway, support delivery and show student progress.

Invention Engine Unit 1 lesson resources
Teacher guides, student guides and the Invention Journal keep the pathway structured from first code to open invention.
Complete Invention Engine classroom pathway bundle

Next step

Start with the right pathway.

Start with Unit 1 if your class is new to Invention Engine. Choose the complete pathway when you want the full progression from first code to open invention projects.

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