Maker education, beyond the classroom.



Guided lesson path: slides, video walkthroughs, code and handouts.
Hands-on with real tools, following the Design Thinking process.
Structured prompts on what was made, and why.
Every build saves to a portable, publishable portfolio.
Every student starts with the same guided project. From there the programme moves from step-by-step instructions towards open-ended prompts, and finally to fully independent making.
Step-by-step lessons with video walkthroughs and handouts. Students focus on understanding how the build works and why.
Students are given a real-world challenge framed as a “How Might We” question. They define the problem, design their own approach, and build a prototype.
Students pitch their own idea, plan the build, and execute it. The portfolio entry is entirely original — a real artefact of independent thinking.
Biodiversity, urban greenery, ecosystems, parks, wildlife.
Water, waste, recycling, food, household energy.
Solar, energy efficiency, smart grids, low-carbon power.
Sustainable business, products, supply chains, green jobs.
Climate adaptation: flood, heat, water security.
Eldercare, accessibility, active ageing, mental wellness.
Pedagogy and meta-skills — design thinking, glossaries, parent-coaching guides — that apply regardless of theme. So your child gets the same framework on every project, and you get the same support.
Not in separate lessons — in the same project, at the same time.
Form a hypothesis, run your build, observe what happens. Cause and effect made physical and testable.
Design systems that work. Iterate when they don't. Every prototype is an engineering decision.
Read real data from sensors. Plot trends. Understand what numbers actually mean in the real world.
Every build ends with a written reflection: what did I make, why, and what would I change?
Art and design are embedded in every prototype.
Form, usability and presentation all matter — not just whether the code runs.
The outcomes that build up across every project — skills, evidence, and something real to show. Aligned with MOE’s 21st Century Competencies framework.
Skills that transfer
Critical, adaptive and inventive thinking. Design thinking. Computational thinking. The ability to frame a real problem and work toward a solution — skills that apply well beyond any single tool or subject.
Something real to show
A working prototype per build. A full portfolio entry with code, photos and written reflections. Evidence of actual making and thinking — not just participation.
Proof they can share
A shareable portfolio URL and a verified PDF with a unique ID your child keeps. Something real to bring to schools, Direct School Admission panels, competitions — or just to show the family.
The programme is self-directed, but never unsupported. Parents don’t need to know how to code.
Each theme comes with places to visit and things to observe offline, so the build connects to somewhere the student has actually stood.
A facilitator guide, discussion prompts, common pitfalls, a plain-English glossary and a “Helping Without Doing” primer for every build.
Scheduled sessions with a Code Gakko instructor when a build genuinely gets stuck — not a chatbot.
Finished builds can be shared with other makers, so students see the range of answers to the same brief.
Teachers can bulk-add students and manage lessons on the platform, with school billing handled via Vendors@Gov. Schools running an ALP, IPW, CCA or makerspace programme are welcome to get in touch to discuss how Makers could fit alongside your existing programmes.
For families
Makers is offered directly to families on a subscription basis, with an optional hardware kit. Full curriculum details, sample lesson materials and pricing live on the Makers site.
makers.codegakko.com →