Investor narrative
Small hands. Big possibilities.

Learning becomes something children can build.

A little code. A real-world question. A wonderful “I made that!” Kids Engine brings lessons, creative projects, and hands-on sensor adventures together for children ages 8 to 12 in teacher-led STEAM workshops.

  • Ages 8 to 12
  • Code + create
  • Private by default
The idea labA tiny spark of possibility
A little light makes a micro:bit heart glowA playful, simulated micro:bit V2 on a sensor shield, with a light sensor connected to the P0/P14 socket. Connect the cable, then try sunshine and shade using the buttons below.What will you make?Grove Shieldmicro:bit V2AB0123VGNDI2CP0/P14P1/P15P2/P16Let’s connect!LIGHT SENSORa sensor + your code= a new possibility

One small connection. A whole new idea.

Simulated illustration · light sensor on P0/P14

01 / Wonder

What if a light could listen?

Start with a question. Pick a mission that gives curiosity somewhere to go.

Find the spark
02 / Make

Snap an idea into place.

Choose a sensor, follow its socket guide, and build a little block-code magic.

Meet the Build Lab
03 / Grow

Try it. Tweak it. Ta-da!

Test in the simulator, save what happened, and use teacher feedback to make it better.

See learning take shape
371curriculum records in the learning library
5STEAM areas to explore, connect, and create with
micro:bitMain hardware platform, with more platforms planned
Private firstchildren's new work starts private, with controlled sharing
Welcome to the workshop

One home for a whole lot of “what if?”

A lesson sparks a question. A child builds a response. A teacher sees the thinking behind it. Kids Engine connects that whole journey: curriculum, code, workshop parts, private portfolios, and feedback.

Make thinking visible

Make the learning process visible: understand a challenge, act on it, test what happened, explain the result, then revise with purpose.

Keep the adventure together

Lessons, coding, physical materials, and classroom coordination belong in the same story. Children can keep creating while teachers keep the context.

A place for every helper

Young makers lead the discovery. Teachers, facilitators, curriculum coordinators, and guardians each get a purposeful role, with access suited to their responsibilities.

Role experiences

A clear role for every helper

Young makers lead the discovery. Adults guide, support, and protect the learning experience.

Student

Explore missions, build and test ideas, save progress, and use teacher feedback.

Your workspace

Your own work and approved group projects.

Teacher and facilitator

Plan workshops, choose parts, guide learners, and review their work.

Your workspace

Your assigned workshops and learners.

Curriculum coordinator

Review published lessons, learning objectives, and materials.

Your workspace

Published curriculum, with learner records kept private.

Guardian

Manage consent, privacy choices, and approved sharing for your child.

Your workspace

Your linked children only.

Authorized operations roles

Support workshops, manage organizations, and respond to privacy requests.

Your workspace

Access matched to each responsibility.

Structured or open-ended

Build without limits.

Kids Engine supports both structured human-centered missions and open-ended building in the same workshop.

Choose a starting point

Build Something lets a child or team start with a blank canvas or a small optional starter, choose supported parts, add or remove compatible parts, code, test, save, and reopen while the workshop sign-in remains valid.

Keep workshops moving

Mission Control can open Free Build for everyone or selected groups without changing curriculum first.

Free Build uses its own project and policy path, so a workshop can keep making when a mission is absent or unavailable.

Keep the records honest

A team Free Build is one team project with its checked-in participants, not one project or one coding claim per child.

Free Build projects and participation stay separate from mission submissions, completions, and learning outcomes.

The software path is implemented. The preflight review does not validate the setup; the live Test My Parts check is in Build Lab. Physical hardware and participant validation remain next steps.

Group Mode

One team. A shared laptop. Every child included.

Children share a laptop and build in a team workspace while each child checks in individually.

  1. Check in
  2. Build together
  3. Test and improve
  4. Share team work

Everyone has a place

Teachers organize teams and reuse Group Sets across workshops. Each child checks in with their own details, including teammates who arrive later.

The work belongs to the team

Mission progress, builds, submissions, feedback and revisions belong to the team. Attendance and optional personal reflections stay with each child.

A clear view of the room

Mission Control separates Groups and Children, so facilitators can follow team progress, check attendance and see who needs help.

Participation stays personal

Four children and one team submission means four participating children and one submission.

Shared laptop activity never tells us which child typed, chose a block or clicked Send. A team project and an individual reflection tell different parts of the learning story.

A team workspace with individual check-in, shared mission answers and teacher feedback.
Team workspace · fictional workshop data. See the child team guide
Group Mode Mission Control with team progress and separate individual attendance.
Mission Control · fictional workshop data. See the facilitator guide
Educational model

Human-centered STEAM starts with people.

Human-centered design gives making a purpose: understand someone’s needs, imagine possibilities, build a prototype, and improve it through feedback.

  1. Orient
  2. Act
  3. Test
  4. Explain
Small makers. Real needs.

A plant, a problem, a possibility.

Our class needs help remembering when to water its plant.

Who are we helping?

Listen and observe. Define the need. Make and test an idea. Explain how it helps, then try again.

Missions give learning a reason.

A mission frames a real-world problem, the people it affects, and a challenge worth exploring.

Lessons

Clear objectives, instructions, materials, and reflection prompts guide each workshop.

Curriculum

Connect science, technology, engineering, arts, and mathematics through purposeful projects.

Kit Studio

Build a kit from the supplies you have.

No premade kit is required. Teachers combine hardware, tools, materials and custom supplies, save a reusable plan, then prepare a copy for each workshop.

Choose

Add hardware, scissors, paper, recycled boxes and other useful supplies with their quantities.

Match

Check required quantities, optional supplies and alternatives. Add available missing items while planning.

Make

Open the session when supplies are ready. Its saved materials stay with the assigned mission and the learner’s project.

micro:bit is the main hardware platform, with more platforms planned.

Does every mission need electronics?

No. Choose tools that support the people, problem and evidence in the mission. Paper models and ordinary materials can be enough.

Will changing a kit change earlier classes?

A reusable kit is a starting plan. Workshop copies stay independent, and a session keeps the materials saved when it was first opened.

STEAM methodology

Five lenses, one making practice

Each lesson has a primary STEAM area, while workshop planning can connect primary and secondary domains. The aim is not to repeat labels, but to show which disciplinary lens guides the work and how domains combine in a project.

Science

Observe systems, form explanations, and test change against evidence.

Technology

Use computing, sensors, and tools as understandable parts of a solution.

Engineering

Define constraints, prototype, test, and improve a design.

Arts

Shape meaning, expression, communication, and experience through making.

Mathematics

Measure, model, compare, and reason with patterns and quantities.

Core platform

Content, code, making, and reflection stay connected

micro:bit is the main hardware platform, with more platforms planned.

Blockly and Build Lab

Create with blocks, connect supported parts to simulator ports, and explore output, board readings, and pins in one workspace.

Find a part with search and category filters, then drag it to a compatible simulator port. Starter blocks appear with that port already selected. You can also select the part and choose a port.

Open public Build Lab

Projects, progress, and outcomes

Save attempts, reflect on results, and improve with teacher feedback.

Build Lab

Code, connect, and test in one workspace.

Write your blocks, connect supported parts, and see how your idea responds.

Make room for your code

Blockly and the simulator stay the same height, with the simulator scrolling inside its panel. Resize or collapse it to make room for blocks. Grouped toolbar buttons and a visible real micro:bit status keep run, save, and pairing actions easy to find.

See where each part connects

The four shield interfaces are P0/P14, P1/P15, P2/P16, and I2C. Connected parts show an icon, name, and short cable picture. Select a port to try its part in one compact controls panel.

Explore your workspace tools

The area below your code stays open with Console, Board Readout, Pins, and Parts tabs. Read messages, compare aligned board and pin readings, or search and filter parts. The tabs share one resizable height and keep their state when you switch.

Missions, Free Build, and the public playground use the same coding workspace. Team projects keep their shared ownership. Port pictures show saved connections; real-device pairing and physical checks are separate.

Shared workspace. Console shows this public program's simulated readings, with all four tool tabs below the editor and simulator.

Shared workspace. Console shows this public program's simulated readings, with all four tool tabs below the editor and simulator.

Blockly workspace and equally tall micro:bit simulator above an open Console, with Board Readout, Pins, and Parts tabs alongside it.
Port view. Part icons and short cable pictures show saved socket mappings. Selecting a connected port changes the controls below it.

Port view. Part icons and short cable pictures show saved socket mappings. Selecting a connected port changes the controls below it.

The simulator's four labelled Grove ports, part tiles and cable illustrations, with one compact panel for the selected Gesture Sensor.
Parts library. Search or filter available parts, then drag a card to a compatible empty port or select the card and choose the port.

Parts library. Search or filter available parts, then drag a card to a compatible empty port or select the card and choose the port.

The Parts tab begins with search and Category controls above a grid of complete part cards.
Simulator collapsed. Blocks have more room while the workspace tools stay open and the program keeps running.

Simulator collapsed. Blocks have more room while the workspace tools stay open and the program keeps running.

The Blockly program has more horizontal space with the simulator collapsed, while Console and the tool tabs remain open below.
Inclusive by architecture

More ways to join in.

Clear language, flexible layouts, and thoughtful controls help more children take part.

Many languages, one workshop

Translated interfaces and right-to-left layouts make room for different languages.

Designed for different needs

Keyboard navigation, reduced motion, readable text, and layouts that adapt to smaller screens.

Privacy and permissions

Private by default

Children’s work starts private. Sharing with approved groups follows consent and adult review.

For families

Manage consent, privacy choices, and approved sharing for your child.

For teachers

Your assigned workshops and learners.

For curriculum teams

Published curriculum, with learner records kept private.

Main workflows

A clear next step for everyone.

Students learn and explain. Teachers guide and review. Curriculum teams shape the learning.

Student workflow

  • Open assigned or browsable learning.
  • Understand who the project could help.
  • Build, simulate or use an approved hardware path.
  • Save your work and explain what happened.
  • Use feedback to revise or complete the work.

Teacher workflow

  • Plan
  • Facilitate
  • Observe
  • Support
  • Review and reflect

Curriculum flow

  • Define learning objectives and real-world challenges.
  • Review lessons, instructions, and materials.
  • Prepare published lessons for workshops.
  • Use classroom feedback to improve future learning.
Product architecture

One connected learning experience

Lessons, coding, physical materials, and classroom coordination belong in the same story.

Missions and lessonsPurposeful challenges, clear learning objectives, and materials for every STEAM area.
Build LabCreate with blocks, connect supported parts to simulator ports, and explore output, board readings, and pins in one workspace.
Learning and feedbackSave attempts, reflect on results, and improve with teacher feedback.
Major modules

Everything a workshop needs

Explore the tools that carry an idea from a question to a creation.

Missions and lessons

Purposeful challenges, clear learning objectives, and materials for every STEAM area.

Build Lab

Create with blocks, connect supported parts to simulator ports, and explore output, board readings, and pins in one workspace.

Workshop Parts

Choose parts for a workshop and see which lessons fit the available hardware.

Workshop Missions and projects

Turn a challenge into a project, work together, and explain what you made.

Learning and feedback

Save attempts, reflect on results, and improve with teacher feedback.

Private portfolio and BuildShare

Keep work private and share with approved groups through adult review.

Free Build

Choose Build Something for open-ended coding and making without turning the project into mission completion.

Product principles

Make with care. Learn with purpose.

Human-centered STEAM connects creative confidence with care for other people.

Start with people

Listen and observe before deciding what to make.

Learn by making

Build, test, explain, and improve.

Private before shared

Keep work private and share with approved groups through adult review.

Terminology

A few workshop words

Shared language helps learners and adults work together.

Mission
A purposeful challenge with context, constraints, and expected evidence.
Parts Set
The hardware and sensors selected for one workshop.
Pathway
An age- or grade-oriented route through a mission.
Evidence
The learner response or artifact used for feedback and review.
Why the system matters

What is differentiated today

The difference is not one feature. It is the way curriculum, making, code, evidence, and care for people operate as one continuous workshop system.

  1. 01

    Learning moves in a visible loop

    Children orient, act, test, explain, and revise instead of jumping from prompt to answer.

  2. 02

    Curriculum reaches the build

    Lessons connect learning objectives with code, materials, and reflection.

  3. 03

    Privacy changes the product flow

    Keep work private and share with approved groups through adult review.

  4. 04

    Start with people

    Listen and observe before deciding what to make.

  5. 05

    Teachers work in the same context

    Planning, learner progress, and feedback stay connected to the workshop.

Competitive landscape

Kids Engine competes across coding, kits, classroom software, and learning evidence.

The market is fragmented across strong single-purpose tools. Kids Engine is positioned as the connective layer across guided STEAM curriculum, coding, real-world building, facilitator operations, family controls, and a learner's evidence over time.

This is a strategic positioning comparison, not a claim that every product is a direct substitute. It includes the coding platforms, physical kit ecosystems, classroom tools, and robotics products most likely to compete for the same instructional time, program budget, or facilitator attention.

Kids Engine compared with coding platforms, physical kit ecosystems, classroom tools, and robotics products.
ProductCore offerLearning and hardwareTeacher and family supportEvidence and progressProduct focus
Kids EngineHuman-centered STEAMCurriculum, coding, making, and reflection in one guided workshop.micro:bit is the main hardware platform, with more platforms planned.Teacher guidance, guardian consent, and private group sharing.Project reflections, revisions, and teacher feedback.Connects designing for people with the full workshop learning journey.
Microsoft MakeCode + micro:bit ClassroomCoding and live class toolBrowser coding with blocks and text.micro:bit programming, simulation, and extensions.Live code sharing and debugging without student accounts.Saved sessions and downloadable student code reports.A focused environment for teaching micro:bit programming.
ScratchCreative coding communityStories, games, animation, and remixing.Block coding with physical-device extensions.Teacher accounts, class management, and educator resources.Projects, studios, and remix history.Creative expression and a global coding community.
Autodesk TinkercadDesign and circuit simulationBrowser tools for 3D design, electronics, and coding.Virtual circuits and programmable components.Classrooms with class links, codes, and nickname access.Saved designs and classroom project review.An accessible starting point for digital design and electronics.
Strawbees ClassroomConstruction and creative roboticsOpen-ended building with straws, connectors, and robotics.Physical construction with micro:bit coding activities.Curriculum resources, pacing guides, and teacher training.Builds and reflections supported by lesson activities.Flexible construction that connects engineering and creative play.
LEGO Education Computer Science & AIHands-on computing and AIGrade-banded building kits and classroom lessons.Motors, sensors, and Coding Canvas.Teacher Portal, lesson presentations, and PIN-based access.Projects saved locally on the learner device.Integrated building materials and a structured CS and AI progression.
Sphero EduRobotics and classroom learningRobot programming and guided lessons.Draw, blocks, and text programming for Sphero robots.Classes, family accounts, assignments, and progress tracking.Saved programs and lesson progress in Sphero Central.A robotics ecosystem with substantial classroom and family tools.
BirdBrain HummingbirdCreative roboticsBuild personally meaningful robots from everyday materials.micro:bit-based sensors, lights, motors, and multiple coding languages.Free teacher courses, project guides, and curriculum resources.Physical prototypes and design documentation.Strong overlap in creative design, empathy, and cross-subject making.
Makeblock mBlock + mBot2Coding and educational roboticsBuildable robots with tutorials and classroom resources.Block coding progressing to Python, with sensors and expansion modules.Lesson plans, classroom packs, and educator resources.Saved coding projects and practical robot challenges.A progression from beginner coding to programmable robotics.
VEX GOElementary engineering and roboticsConstruction kits and guided STEM Labs.Build, code, test, and refine physical designs.Teacher-led units, facilitation guidance, and activities.Design sketches, builds, testing, and reflection.Structured engineering design for collaborative elementary learning.

Research refreshed September 8, 2026 from official product sources. Product focus is our positioning analysis.

Explore Kids Engine

A little idea can make a difference.

Start with a lesson, explore the Build Lab, and discover what young makers can create.