Our Method

Build something small enough to finish and rich enough to think about.

Students meet an idea, put it to work, and see whether their explanation still makes sense when the program runs or the machine moves.

Eugene explaining a relay-and-sensor machine at a workbench.

Children should build with technology.

Games, circuits, simulations, and robot logic turn the computer into material for construction.

A program is a text.

It has structure, sequence, intention, revision, and a very literal reader. Code says something precise enough to run.

The student is an author.

Students make choices that change the result. Reproducing the instructor's finished answer is only a starting point.

Structure and constructive anarchy can coexist.

The lesson supplies the idea and the constraints. Inside them, students can make strange choices, test different routes, and surprise the instructor.

Theory gives the project bones.

A lively project still needs a structure the student can understand, repair, and reuse.

Mistakes are data.

A bug records the difference between the intended rule and the one that actually ran. The next job is to locate that difference.

Difficulty should lead somewhere.

The task should resist automatic completion while remaining small enough to finish and explain.

Demonstration completes the work.

A student runs the system, identifies a choice or repair, and explains the evidence behind it.

The aim is to understand enough of the system to change it on purpose.

Teaching model

A route from an idea to work a student can explain.

  1. Program
  2. Topic
  3. Lesson
  4. Guided Project
  5. Computer Lab Project
  6. Demonstration
  7. Notes for Home

Working rules

Short enough to remember while debugging.

  1. Build a small working version first.
  2. Predict before pressing run.
  3. Reset to a known state.
  4. Change one cause when testing.
  5. Read the result before guessing.
  6. Name the idea underneath the joke.
  7. Make one rule your own.
  8. Finish by demonstrating and explaining.

See it in practice

Open a lesson, then follow its idea into a project.

The topic, lesson, and project libraries include goals, examples, checkpoints, common mistakes, challenges, and plain explanations for parents.