School of Code / Computer Lab

The class gives the idea. The Computer Lab gives it a life.

Classes teach ideas in a planned sequence. The Computer Lab is guided open project time: finish a difficult section, change a rule, repair a bug, or build a more ambitious version.

Children comparing a block-based program at a small computer station.

Two kinds of work

Classes and Computer Lab projects serve different purposes.

CLASSES = PLANNED LEARNING PATH

Learn the idea

A class has a topic, a clear example, a guided build, and checkpoints. Lessons connect so the same ideas return in larger systems.

COMPUTER LAB = GUIDED PROJECT TIME

Follow the problem

The student chooses a useful next move and works with an instructor nearby: add a feature, investigate a failure, rebuild a weak section, or prepare a demonstration.

Choosing the work

Stay with a good problem.

A half-working project may contain more useful questions than a fresh assignment.

  • Finish a class project
  • Rebuild it another way
  • Add one feature
  • Test a strange idea
  • Repair a bug or edge case
  • Follow a challenge card
  • Prepare a demonstration
  • Help another student after trying independently

The idea changes form

One lesson can lead to very different Computer Lab projects.

Computer Lab projects

A mission, required systems, and several possible solutions.

Browse Computer Lab Projects
Scratch & Game Design Computer Lab Project

Grandma's Intergalactic Taxi

Navigate a space taxi between coordinate-based pickups and destinations.

  • Coordinates
  • Movement
  • Distance
  • Sequences
See how it works
Scratch & Game Design Computer Lab Project

Astro-Chicken Rescue

Track several drifting chickens, collect them once each, and stay out of the danger zones.

  • Coordinates
  • Movement
  • Random Positions
  • Sensing
See how it works
Robotics Computer Lab Project

Conductors and Insulators Lab

Test which materials complete a low-voltage circuit, record the evidence, and investigate readings that do not make sense.

  • Circuits
  • Input
  • Conductivity
  • Variables
See how it works
Robotics Computer Lab Project

Robot Patrol Challenge

Design a repeating patrol that notices an obstacle, tries a response, and checks whether the response worked.

  • Loops
  • Sensors
  • Conditions
  • State
See how it works

Instructor role

Help without taking over the keyboard.

The instructor can narrow the problem, ask for a prediction, point to evidence, suggest a test, or offer a challenge card.

The student makes the decision, changes the project, and explains the result.

Working rulesStudents arrive with a project or choose one connected to class. Browsing, videos, and games serve the build; they are not the activity by themselves.

Start with a School of Code program.

Ask how classes and additional project time may fit your child.

Ask About Fit