The full catalog

A full catalog of classes kids want to come back to.

Five subject areas. 300+ classes — built, tested, and improved on constantly.

5 subjects
60+ classes
K–5 grade bands
Subject 01

LEGO Robotics

From first LEGO builds to autonomous bots — kids learn to design, prototype, and debug like the engineers they already are.

Grades K–1

LEGO First Builders

Young engineers build bridges, towers, vehicles, and simple machines, learning what makes a objects strong enough to stand, roll, carry, or move.

Sample challenges

  • Build a tower taller than a milk carton that doesn't fall when you tap the table.
  • Make a cart that rolls across the rug carrying three crayons without spilling.
  • Design a ramp that sends a LEGO car all the way across the floor in one push.
Grades 1–3

Robo Inventors

Students move from static builds into working mechanisms. They use motors, gears, axles, wheels, pulleys, and linkages to build machines that lift, spin, crawl, push, grab, and drive.

Sample challenges

  • Build a crane with a pulley that lifts a juice box off the floor.
  • Make a gear machine that spins a flag fast when you turn one handle slowly.
  • Engineer a crawling bug that moves forward using only one motor.
Grades 3–5

Smart Robots

Older students design robots that respond to the world around them. They combine motors, and sensors to build machines that can detect distance, follow conditions, and react to inputs.

Sample challenges

  • Program a robot that stops on its own before it bumps the wall.
  • Build a bot that turns left every time it crosses a black line.
  • Make a robot pet that beeps when you get close — and goes quiet when you back away.
Subject 02

Coding & Game Design

Kids learn to code by building games: characters that move, worlds with rules, obstacles that react, and scores that change.

Grades K–1

Scratch Storytellers

A playful first step into coding. Students learn sequencing, cause-and-effect, movement, and simple events.

Sample challenges

  • Make a dog sprite walk across the screen and bark when it reaches the bone.
  • Build a scene where clicking the sun makes the whole sky change color.
  • Animate a rocket that counts down 3‑2‑1 and then blasts off.
Grades 1–3

Arcade Builders

Students build interactive games with characters, goals, collisions, timers, and win conditions.

Sample challenges

  • Build a game where you catch falling apples in a basket before time runs out.
  • Make a maze where touching a wall sends you back to the start.
  • Design a game that flashes 'You win!' the moment your score hits ten.
Grades 3–5

Game Makers

Students design more complex games using variables, functions, custom rules, debugging, and iterative design.

Sample challenges

  • Build a game with three lives that ends the moment you lose the last one.
  • Script a level that gets faster every time the player scores.
  • Hide one bug in a friend's game, then race to fix the bug they hid in yours.
Subject 03

World Building with Clay

Kids use clay to create miniature characters, creatures, props, and worlds — learning shape, texture, balance, and detail along the way.

Grades K–1

Clay Creatures

Students learn the basics of sculpting by rolling, pinching, flattening, attaching, and combining simple forms into recognizable characters and animals.

Sample challenges

  • Roll, pinch, and attach to make an animal with at least four separate parts.
  • Sculpt a creature that can stand on its own without tipping over.
  • Build a tiny monster from three balls, two coils, and one flat shape.
Grades 1–3

Character Builders

Students create stronger, more expressive figures using posture, proportion, facial expression, tools, and tiny sculpted details.

Sample challenges

  • Sculpt a figure caught mid‑action — running, jumping, or reaching.
  • Give a clay face a feeling someone across the room can name in one guess.
  • Add three tiny details with a tool that make the character truly yours.
Grades 3–5

World Builders

Older students design complete miniature worlds with characters, props, settings, scale, balance, and finishing techniques.

Sample challenges

  • Build a miniature world where every prop is the right size next to your character.
  • Design a scene with a hero, a home, and one thing that doesn't belong.
  • Finish a tiny world so well that a photo of it looks bigger than your hand.
Subject 04

Math Tycoon

Math becomes more exciting when kids can see what it is for. In Math Tycoon, students use numbers to design, build, and grow their own business.

Grades K–1

Park Builders

Students build number sense by counting visitors, pricing tickets, measuring spaces, comparing quantities, and designing their first attractions.

Sample challenges

  • Price three rides so a kid with ten coins can afford exactly two.
  • Count how many visitors fit on your ride bench, then add one more row.
  • Measure two attractions and prove which one takes up more space.
Grades 1–3

Money Lab

Students use multiplication, arrays, area, graphs, and early fractions to make smarter business decisions inside their park.

Sample challenges

  • Lay out a snack stand in rows and use multiplication to count every seat.
  • Graph one busy day and one slow day, then explain what the bars show.
  • Split one pizza fairly between four ride operators — and prove it's equal.
Grades 3–5

Tiny Tycoons

Older students work with budgets, capacity, decimals, fractions, data, and multi-step reasoning to optimize their park.

Sample challenges

  • Spend a $100 build budget on new rides without going a single cent over.
  • Use a day of sales data to decide which attraction to build next.
  • Raise one ticket price by a fraction and predict what happens to profit.
Subject 05

Music & Piano

A first piano class should feel exciting, not discouraging. Kids learn real songs, build rhythm, read music, and leave with performances they can share.

Grades K–2

First Keys

Students learn finger numbers, hand position, steady beat, and how to find notes on the keyboard through short, familiar songs.

Sample challenges

  • Play a five‑note song using the right finger number on every key.
  • Tap a steady beat with your teacher through a whole song, no rushing.
  • Find every C on the piano with your eyes closed.
Grades 3–5

Melody Makers

Students begin reading notes, playing simple melodies, recognizing patterns, and performing songs they can practice again at home.

Sample challenges

  • Read and play a four‑line melody you've never seen before.
  • Spot the repeating pattern in a song and play it twice in a row.
  • Perform a melody for the class, then practice it again at home this week.
Grades 3–5

Performance Lab

Older students coordinate both hands, expand into bass-clef reading, and practice articulation, dynamics, and short performances.

Sample challenges

  • Play a song hands‑together from start to finish without stopping.
  • Read a bass‑clef line and play it once loud, then once soft, on cue.
  • Perform a short piece with one smooth part and one sharp, punchy part.
How a class runs

The shape of every single class, K through 5.

1

Right on campus

Classes happen right on campus, in a room kids already know.

2

At their level

Beginners get a clear first step. Advanced students get a harder challenge. Everyone has a path in.

3

A real challenge

Every class is built around something to make, solve, test, perform, or improve — not just an activity to pass the time.

4

Something to be proud of

Kids leave with proof of what they tried and built. Parents get photos and updates, so they know exactly what happened.

Want one of these classes at your school?

Tell us which subjects your kids would line up for. We onboard new schools one at a time, with a real human on the phone.