Real inventions students are proud to show off.
Students create games, machines, interactive displays and problem-solving inventions using coding, cardboard and reusable electronics.
Inventions that move, react, light up and solve problems.
Students see their code working in the real world through lights, movement, sound, sensors and physical interaction.
Chocolate dispenser
A working dispenser that combines coding, motors and cardboard construction.
Welcome to school robot
A character build that opens and closes its jaws to greet the class.
Bop it game
Students build a pattern challenge that players have to copy.
Ping pong prototype
A rough build that shows students testing ideas before the final polish.
Students build projects connected to their interests.
Because the system is flexible, students can bring creativity, research and personal interest into the invention process.
This is the moment teachers want.
A student holding something they imagined, built, tested, improved and can proudly explain.
Taylor Swift project
Students compose and explore music, then play it in their invention.
Amelia Earhart project
Research becomes a physical, interactive classroom outcome.
Marie Curie project
Students connect science, history, storytelling and code.
Learning box
A personalised interactive display students can explain with pride.
When students care about the idea, coding finally has a reason.
That is why these projects feel different. The invention gives the learning a purpose.
When students build something real, coding has a purpose.
The invention gives students a reason to test, debug, improve and explain their thinking.
More ownership
Students are building something they care about.
More creativity
Cardboard makes ideas easy to shape, change and rebuild.
More testing
Students can see what works and what needs fixing.
More iteration
Reusable bits let students improve without starting from zero.
More classroom pride
Students can show and explain what they created.
The same bits can become many different inventions.
Students can remove the electronics, change the cardboard, rebuild the idea and try again.
Start with Unit 1 and give your class a first invention win.
Unit 1 gives your students the programmable Hub and core building tools they need to start creating real, working inventions.
Need to test first? Try sample pack. Need school approval? Get a quote.
Ready to turn coding into inventions students can show?
Start with Unit 1, try a sample pack first, or explore the lesson pathway.
