You have a class, a unit, and a limited number of periods. You want students to make something that works, break it, fix it, and explain why. This program is that block of time, run in your classroom with the teacher in charge.
It starts with a short planning call. The teacher tells us what the class is studying, how many periods exist, and what the room looks like. We come back with a project that fits: simple machines from everyday materials, a sensor on a microcontroller, a small robot that has to solve a course, a design challenge with a physical prototype. Then we run it.
Three formats
- A single session when a unit needs a hands-on anchor.
- A multi-week block (four to eight sessions) when the goal is a real build with iterations.
- A residency when a school wants a maker program it does not yet have the staff to run.
We bring materials, tools, and the plan. The school brings the students, the room, and the teacher's knowledge of the class.
Robotics and electronics we bring
We draw from a wide collection of robots, electronics, and making tools. The project comes first: we choose equipment around the students, the learning goal, and the time available.
- Robotics and coding. Programmable robots such as Cozmo, Sphero, and Wonder Workshop's Dash, Dot, and Cue give students something physical to test, change, and try again.
- Circuits and invention. littleBits, microcontroller kits, sensors, and motors let students explore how inputs and outputs work together and build their own responses.
- Building and design. Construction systems, hand tools, and 3D and UV printing support projects that combine code, electronics, and a physical design.
These are examples from our collection. We also work with modular robots, more advanced platforms, and our own adapted builds. We confirm the equipment and any student-device needs when planning your session. See more of our equipment.
Planning and pricing
Each school partnership is planned around your students and learning goals. Pricing depends on the number of classes, session length, project materials, and whether you are booking a single visit, a multi-week program, or a residency.
Share your grade levels, approximate student count, preferred dates, and any budget range you are working within. We will recommend a format and provide a written quote that outlines the sessions, instruction, equipment, and materials included.
If you are preparing a school approval or funding request, we can provide a program description and itemized quote for your review process. Have a set budget? Let us know early so we can suggest a project and schedule that fit.
What participants leave with
- Every student builds something that works and takes it home or presents it.
- A teacher-facing summary of what was covered and what to try next.
- A short list of low-cost follow-on projects the class can run without us.
How a session runs
- A planning call with the teacher or coordinator to pick the project and the constraints: periods available, room, materials, standards.
- Session one is a build that works within the period, so nobody leaves with a half-finished thing.
- Later sessions add a variable: a sensor, a motor, or a design change. Students explain what changed and why.
- A final show-and-tell where students present to each other, then a debrief with the teacher.
Questions we get
Do you align to standards?
We map each project to the practices and disciplinary ideas the teacher names in the planning call. There is no canned curriculum.
What ages?
Elementary through high school. The same build changes shape by age: a simple-machines unit for fourth grade becomes a mechanism-and-motor unit for ninth.
Who runs the room?
We run the build. The teacher stays in the room, stays in charge, and joins the debrief.
Do you need our devices?
For coding sessions, students need devices with a browser. For building sessions, we bring the kits and tools.