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Child / learner guide

Your next step, from idea to invention

Join your workshop, follow a mission or choose Build Something, test an idea, and save your work.

For children using sign-in details from their teacher or facilitator. The workshop journey comes first. If you have a class code, follow the classroom steps at the end.

What you will learn

  • Find your mission or Build Something
  • Choose parts and review the setup
  • Build, test, and save your work
  • Reopen a saved build while your workshop sign-in is active

Build Something from your own idea

Build Something is a space for trying your own idea. It does not finish or change your mission.

  1. Choose a starting point

    From your workshop home, choose Build Something. Pick Start from scratch, Try a sensor, or Make a reaction. If you already have a build, choose Continue a build.

    Give a new build a short name. A build made on a shared laptop belongs to the team shown on the page.

    Choose a starter or begin from scratch. Continue becomes available after you save a build.

    Choose a starter or begin from scratch. Continue becomes available after you save a build.

    Build Something page showing four starting choices and no saved builds for fictional child Maya.
  2. Pick and connect your parts

    Choose the parts you want to use. Read Works in simulator, Some simulator support, or No simulator response on each card. You can also make a blank simulator build with no physical parts.

    Choose Review my setup, then follow the picture and port guidance. This review does not validate your wiring. Ask an adult before plugging in or moving real hardware. Choose Change parts if you need a different setup.

    Choose only the parts you plan to use and read each simulator-support label.

    Choose only the parts you plan to use and read each simulator-support label.

    Free Build part choices with simulator-support labels and a Review my setup action.
  3. Review, then open Build Lab

    Choose Open Build Lab when the pictures match your parts. The live Test My Parts check is in Build Lab, where it can see the simulator or a connected micro:bit.

    In Build Lab, choose Virtual micro:bit for a simulation. Choose Connected micro:bit only with your adult and only when the supported board is really connected. A simulated value is not a real sensor reading.

    Choose Run to try your blocks and Reset to start the current target again. Watch only the values the selected part supports. A value under Virtual micro:bit is simulated; a value under Connected micro:bit is a physical observation only after an adult has checked the supported setup.

    Test My Parts is a live Build Lab check. This example uses the simulator, not physical hardware.

    Test My Parts is a live Build Lab check. This example uses the simulator, not physical hardware.

    Build Lab showing a successful live Test My Parts result for a virtual micro:bit.
  4. Change parts, save, and come back

    Choose + Add a part to open Manage parts. Add an available part, or remove a part after removing any blocks that use it. Review your setup shows the same connection guidance; the live Test My Parts check stays in Build Lab. Saving parts keeps your code and returns to the same build.

    Build Lab saves changes automatically and also has Save now. Wait for the saved message before closing the page. If saving is interrupted, keep the page open, retry, and use the recovery message instead of starting a duplicate build.

    Choose My builds to return. Continue opens a saved build while this workshop sign-in is active. Rename changes its name. Archive hides it from your active builds but keeps its saved history. When a shared-device workshop closes, your facilitator keeps the history but the team must not reuse its old sign-in in a later session.

    A saved build can reopen during the same active workshop sign-in.

    A saved build can reopen during the same active workshop sign-in.

    The fictional Maya project reopened with its saved blocks, connected parts, and shared coding workspace.

If you get stuck

My parts did not load.

Choose Try parts again. You can still open your saved builds because the two lists load separately.

My saved builds did not load.

Choose Try saved builds again. Your parts can still load, so stay on the page and retry.

I see the wrong team or someone else's build.

Stop and ask your facilitator. Sign out before another team uses the laptop.

Work together on one laptop

Use these steps when your teacher gives your team a shared laptop. Each teammate checks in with their own details.

  1. Check in for your team

    Open the team link your teacher gives you. Enter Your username and Your PIN, then choose Check me in. Keep your PIN private. You can also use your private QR sign-in code.

    Look for your team name. Choose Add teammate so the next child can check in. When everyone here has checked in, choose Start working together. A teammate who comes later can use Add teammate too.

    If your teacher has asked you to make a team, open My teacher said we can make a team before checking in. Tick Make my team and choose a Team name from the list. Then use your own sign-in details and Check me in.

    The team check-in page. No child sign-in details are shown.

    The team check-in page. No child sign-in details are shown.

    Team check-in with empty private username and PIN fields and Check me in.
  2. Save and send your team's work

    Read your Team mission. Talk about the person you want to help and try ideas together. Use Save our work to keep your answers. Open Build Lab when you are ready to try code.

    Choose Ask for help when your team needs support. Save your changes, then choose Send your team's work. Your team sends one piece of work together.

    Read Your teacher's note. If your teacher asks you to improve your work, make your changes, save and send it again.

    An example team and its saved work. The names and work in this picture are fictional.

    An example team and its saved work. The names and work in this picture are fictional.

    A fictional Blue Team workspace with individual here status, shared answers and a teacher revision note.
  3. Share your own idea and sign out

    If you see My reflection, use your own sign-in details and write one idea you contributed. Choose Save my reflection. This answer is yours.

    When your team is finished, choose Sign out this laptop. Wait for the check-in page before another team uses it. If sign-out does not finish, ask your teacher.

If you get stuck

The laptop says our team is already open somewhere else.

Ask your teacher to help move your team to this laptop. Do not use another child's sign-in details.

I see the wrong team.

Stop and ask your teacher to check your team. Your teacher can help you join the right one.

Join your workshop

Use the sign-in details your teacher or facilitator gave you. Keep them private.

  1. Use your QR card

    Open the workshop sign-in page and choose My QR card. Ask your teacher to scan your card and help you enter its code into Code from your QR card. Select Use my QR card. This page does not turn on your camera.

    A QR card is for your workshop. Ask your adult for a new one if it has expired or has already been used.

    The QR-card form. No sign-in code is shown in this guide.

    The QR-card form. No sign-in code is shown in this guide.

    Workshop sign-in with the My QR card tab selected and an empty code field.
  2. Or use your name and PIN

    Choose Name and PIN. Enter the sign-in name and PIN your teacher gave you. Use that exact name, even if it is different from your usual name.

    Select Go to my workshop. Open Your missions to find your assigned work.

    Your teacher provides both details. The next picture shows a successful sign-in.

    Your teacher provides both details. The next picture shows a successful sign-in.

    Name and PIN sign-in with two empty labeled fields and Go to my workshop.

If you get stuck

My name or PIN does not work.

Check the details with your teacher. Ask them to reset your PIN if needed. Do not keep guessing.

My teacher gave me a class code and username.

Use the Classroom sign-in link below. That form uses a class code, username, and PIN. Follow the assignment your teacher gives you there.

Find your mission

  1. Start with the mission your teacher picked

    The Your missions page shows your assigned challenges. Read the title and teacher notes. Select Start project, or Resume project if you have already started.

    Your Parts shows the workshop tools. Build Lab opens the coding workspace. You can return to this mission list later.

    A real assigned mission in a workshop with fictional sample data.

    A real assigned mission in a workshop with fictional sample data.

    Signed-in mission list with an assigned Workshop Missions challenge and links to Your Parts and Build Lab.
  2. Choose how you will build

    If KidsEngine asks how you will build, choose the kit your teacher says to use. The available choices depend on your workshop.

    Physical Kit uses real materials. Virtual Kit uses a simulation. Hybrid Kit uses both.

    This workshop allows a Virtual Kit. Your workshop may offer different choices.

    This workshop allows a Virtual Kit. Your workshop may offer different choices.

    Project entry asks how the learner will build, with supported participation choices.

Start with a person and a problem

People → problem → ideas. Think about who you want to help before you choose technology.

  1. Notice what someone needs

    Read the mission and the current step. In Notice, describe the Problem and Intended user. Add Questions and observations and a sketch if you have one.

    The progress marker tells you what to record. Use Next stage to move through Notice, Investigate, Build, Code, Test, and Remix. You can return to earlier stages.

    The example starts with a control that is hard to reach. Write about your own idea.

    The example starts with a control that is hard to reach. Write about your own idea.

    Notice stage with a saved problem, intended user, observations, sketch description, and evidence fields.

Choose useful tools

  1. Look at Your Parts

    Open Your Parts from your mission list. Look for Tools and materials too. Your teacher may have chosen paper, scissors, tape or reused boxes as well as electronics. Read how many are available and ask how to share them.

    Read Get ready and Use safely before you begin. Your mission keeps the materials chosen for that class, so an older project may show different supplies from a new one.

    Choose tools that help your idea. You do not need a special box of parts or to use everything shown. A sketch, paper model or careful test can help you learn. Ask your teacher which tools your mission needs.

    This workshop has ordinary tools and reused materials. Ask your teacher what your group can use.

    This workshop has ordinary tools and reused materials. Ask your teacher what your group can use.

    Tools and materials shows scissors, cardboard sheets and recycled cereal boxes, with quantities and adult-help notes.

If you get stuck

A part is missing or unavailable.

Ask your facilitator what to use instead. They can check the workshop parts. If the page cannot load, use Try again.

Try a Grove tool for your idea

Choose one useful signal for the person in your mission. Your facilitator helps you match the real module and its connection.

  1. Match your parts before connecting

    Open Your Parts and find your chosen Grove module, micro:bit, and Grove Shield. Read the official model name as well as the friendly name: Light Sensor (P) and the older Light Sensor are different tools.

    In Build Lab, select the Parts tab below the workspace. Use Find a part and Category to narrow the list, then drag a part onto a matching empty port in the simulator. You can also select the part and then select its port. The part picture, name and cable appear, and a new block already has that port filled in.

    Match the port label to your real cable: P0/P14, P1/P15, P2/P16, or I2C. If you add a Grove block from the Blockly toolbox instead, choose its Socket before running or uploading. Ask your teacher if the saved setup needs a different name, calibration, I2C address or hub connection.

    A Connection Hub shares I2C; it does not add analog sockets. Ask your facilitator to connect real cables with power off.

    Your mission may keep its hardware setup fixed. Ask your teacher if the shown parts or sockets do not match.

  2. Try a gesture or an agreed sound code

    Use when gesture [Wave] at socket [I2C], then add the action you want below it. Select the Gesture Sensor picture under I2C to show its controls, then choose Wave. Open More gestures and choose No gesture before repeating the same movement. Selecting another connected part changes the controls shown and keeps your earlier input.

    Use when Heelight at socket [P1/P15] hears code [12]. Enter 12 in the simulator and select Receive sound code twice to try a repeated message. A different number does not run that handler. Speaking to the computer does not control this module.

    Select a connected part to show its controls, try an action, and record the result.

    Select a connected part to show its controls, try an action, and record the result.

    Four simulator port pictures with Gesture Sensor selected at I2C and its gesture buttons in the controls below.
  3. Give the motor a clear stop action

    Add when micro:bit button A is pressed with vibrate at socket [P1/P15] for [500] ms. Add when micro:bit button B is pressed with stop vibration at socket [P1/P15]. Choose the same socket in both blocks, then press A in Virtual micro:bit.

    Watch the motor switch off after its short timed signal. Button B can stop it sooner. The simulator cannot show how vibration feels. Use a display symbol or a partner-operated choice if vibration is not comfortable.

  4. Keep evidence of a change

    Try three comparable tests, including an unexpected or missing reading. Record what you changed, what you predicted, and what happened. Ask your participant what helped or confused them, change one choice, and repeat the test.

    When you opened Build Lab from your mission, use Save to mission and Save simulator evidence. Return to Test and Remix to explain the result, limitation, and next change. A simulated run is evidence about the program, not proof that a physical module works.

Build your idea

  1. Record what you made

    In Build, add Prototype notes and a progress note. Describe your shape, materials, or mechanism.

    Choose major components for my project plan records what you plan to use. In a physical or hybrid project, report only the parts you actually used.

    A plan to use a part is different from having used it.

    A plan to use a part is different from having used it.

    Build stage with prototype notes, component information, a project-parts disclosure, and saved evidence.
  2. Use Build Lab when your idea needs code

    Open Build Lab from your missions. Use the program workspace and the parts available to you. Choose the virtual board under Run on, then run your program to test it.

    Use Collapse to give your blocks more space. Choose the simulator tab at the edge to open the same test again. Below the workspace, select Console to read program output. This tools area stays open; switch to Board Readout, Pins or Parts when you need them.

    The simulator stays the same height as the program workspace. Scroll inside it to see the four port pictures: P0/P14, P1/P15, P2/P16 and I2C. Select a connected picture to use that part’s controls below the ports.

    Use Download project to keep a program file and Open project file to reopen it. Running a program does not submit your mission.

    A fictional mission example using the shared coding workspace.

    A fictional mission example using the shared coding workspace.

    Mission coding workspace with saved blocks, an equally tall micro:bit and Grove Shield simulator, and Console, Board Readout, Pins and Parts tabs below.
  3. Find a part and connect it

    Select Parts below the workspace. Start with Find a part or choose a Category. The cards scroll inside this area while the search and filter stay at the top.

    Drag a part to a matching empty simulator port, or select the part and then select its port. Build Lab adds the picture, cable and a block with the port already chosen. Select the connected picture to use its controls.

    If a part is unavailable, check the saved workshop parts and ports with your teacher. A mission can keep its hardware fixed. Removing a part makes room for it again when the workshop still allows it; any old blocks using it still need your attention.

    Search and Category work together to help you find a part.

    Search and Category work together to help you find a part.

    Parts tab with search and Category above a row of sensor cards, below the shared workspace and simulator.
  4. Check readings and pins

    Select Board Readout for board values or Pins for pin values. Their rows line up across the tools area. In the virtual board, these are simulated values. A live board appears only when the connected micro:bit is reporting; check the Real micro:bit status and live-board label before treating a value as physical.

    Select Console to read, copy or clear program output. Drag the Console height handle, or focus it and use the arrow keys, to resize the tools area. The other tabs use that same height. Switching tabs keeps your output, search and filters.

    Console, Board Readout, Pins and Parts share one open area.

    Console, Board Readout, Pins and Parts share one open area.

    Board Readout tab showing board values in aligned rows below the workspace and simulator.
  5. Save code to your mission

    Open mission blocks from your project to connect Build Lab to that mission. Select Save to mission and wait for Blocks saved to mission.

    Run that saved program on the simulator. Select Save simulator evidence and wait for the saved message. Your facilitator can review the evidence. Use Back to mission to return.

    Mission code controls, shown with a fictional project and simulated hardware.

    Mission code controls, shown with a fictional project and simulated hardware.

    Build Lab opened from a mission with Save to mission, Reload saved blocks, and Save simulator evidence.

Try the simulator

  1. Watch the virtual board

    In Build Lab, choose Virtual micro:bit under Run on. Select Run: Virtual micro:bit. Watch the screen change. Use Pause to pause the preview or Reset to start it again.

    Read the Real micro:bit status beside Pair micro:bit. Not paired means this browser has not connected to a physical board. The running virtual board is an on-screen test. Ask your adult before pairing real hardware, and check the status before trying a physical upload.

    A light change and a gesture send output to Console in this simulated program.

    A light change and a gesture send output to Console in this simulated program.

    A running simulated program shows Light Sensor and Gesture Sensor blocks, a micro:bit with Grove Shield, and Console output.
  2. Save a Virtual Kit test

    In a virtual or hybrid project, select Virtual Kit. Wait for Virtual Kit ready. Scroll to Inputs and kit parts to try a supported input, such as Push button 1, and watch the output.

    Select Save Virtual Kit. Wait for the saved message. Then select Return to your current step to record what happened.

    The virtual board is a simulation. Its connection status does not mean that a physical board is plugged in.

    Save Virtual Kit saves this tool’s state separately from your written project notes.

    Save Virtual Kit saves this tool’s state separately from your written project notes.

    Virtual Kit controls and the saved confirmation after a simulated input was changed.

If you get stuck

The kit is not ready or a control is unavailable.

Wait for the ready message. Check the selected participation mode with your teacher. If it still will not run, ask for help before changing your project.

Ask for help

  1. Tell your teacher what you need

    Select Ask your teacher in your project. Choose What kind of help? Write a short note under What should your teacher know?

    Select Request help. Your work stays where it is.

    Say what you tried and where you got stuck.

    Say what you tried and where you got stuck.

    Ask your teacher form with a help category and a short request ready to send.
  2. Check that your request was sent

    Wait for “Your teacher can now see this request in Mission Control.” Your facilitator can then see your request.

    While you wait, keep working on a safe part of your idea or talk to your teacher. After they help you, carry on with your project. This page does not show a separate resolved badge.

    This message means the request was sent. It does not mean the teacher has finished helping.

    This message means the request was sent. It does not mean the teacher has finished helping.

    The help form displays the successful Mission Control receipt.

If you get stuck

The request could not be sent.

Check your connection, then try again. If it still fails, ask your teacher in person.

Save and come back

  1. Wait for Saved

    Your project notes and stage changes save automatically after a short pause. Select Save now when you want to check before leaving. Wait for Saved at the top.

    Reopen the same mission with the same workshop sign-in to continue from the saved work. Save Virtual Kit, Save to mission, and Build Lab downloads have their own controls.

    If saving fails, keep the page open. A copy may still be on this device. Ask your teacher before closing it. Wait for Saved before you leave.

    This example was saved and reopened to check that the change stayed.

    This example was saved and reopened to check that the change stayed.

    A reopened project retains the edited revision note after a successful save and reload.

If you get stuck

The workshop is paused or closed.

Read the message. During a pause, wait for your facilitator to resume. A closed workshop keeps saved work available to read, but you cannot keep editing it.

The session ended.

Use your workshop sign-in again. Ask your teacher for help if your credentials no longer work.

Test and explain what happened

  1. Plan a fair comparison

    In Investigate, choose what success would look like. Keep the test conditions the same when you compare ideas.

    Write your plan and Success criteria. This example keeps the chair and desk in the same place for both tests.

    Decide what to measure before you test.

    Decide what to measure before you test.

    Investigate stage with a planned comparison, success criteria, and evidence note.
  2. Record your results

    In Test, select Add test trial. Record the Procedure, Measurement, and Result. Say whether it met your criteria. Add another trial to compare.

    Write what did not work and any user feedback. A failed test can help you choose a useful change.

    Record what happened, even when your first idea did not work.

    Record what happened, even when your first idea did not work.

    Test stage with two comparison trials, measurements, results, failure notes, and user feedback.

Send your project to your teacher

  1. Finish your evidence and submit

    In Remix, describe the change you chose and your next step. Add source credit if you used someone else’s idea. Complete the progress notes and Teacher-required evidence.

    Check Parts returned and kit reset with the facilitator only when that is true. Select Submit project.

    Submit project appears at the last stage.

    Submit project appears at the last stage.

    Remix stage with revision, next step, source credit, evidence, and Submit project.
  2. Look for Submitted

    The top of the project changes to Submitted after it is sent. You do not need to send it again while you wait.

    Your teacher reviews your work next. Submitting does not automatically share it with other children or the public.

    Submitted means sent for review. Completed comes after your teacher’s decision.

    Submitted means sent for review. Completed comes after your teacher’s decision.

    Project header shows Submitted after a successful submission.

If you get stuck

KidsEngine asks me to complete something.

Read the message, return to the named field or stage, and add the missing evidence. Then try Submit project again.

Use feedback and send it again

  1. Read what your teacher asks you to change

    Reopen the mission and look for Teacher feedback. If your teacher returned the project, you can edit it again.

    Go to the relevant stage, make the change, and record what you tried. Select Save now and wait for Saved. Return to Remix and select Submit project again.

    This example asks for one more test. Your teacher may ask for something different.

    This example asks for one more test. Your teacher may ask for something different.

    Teacher feedback asks for another test and explains that the learner should revise and submit again.

Know when you are finished

  1. Check for Completed

    When your teacher finishes the review, your project shows Completed. Read their final feedback. Your completed project stays available to read.

    Your teacher may use Demo Day to present selected work. Ask them what to share and how to explain your idea. Completion does not publish your work automatically.

    Completed is the finished project state.

    Completed is the finished project state.

    The project shows Completed and the teacher’s final feedback after reviewing the resubmission.
  2. Leave the workshop ready for next time

    Return materials and reset your kit with the facilitator. When the workshop closes, the page says your saved work is still available to review.

    On a shared device, open My work and select Sign out of workshop. Wait for the sign-in page before the next person uses the device. Keep your sign-in details private.

    Workshop closed and project completed describe different things. Your teacher can explain any unfinished work.

    Workshop closed and project completed describe different things. Your teacher can explain any unfinished work.

    Completed project with a message that the workshop is closed and saved work remains available to review.

Using a class code? Follow these steps

Your classroom has its own sign-in and mission controls. Use these steps when your teacher gives you a class code, username, and PIN.

  1. Join your classroom

    Open Classroom sign-in. Enter the Class code, Username, and PIN your teacher gave you. Your username may be different from your real name.

    Select Start learning. If the details do not work, ask your teacher to check them or reset your PIN.

    Keep your PIN private.

    Keep your PIN private.

    Classroom sign-in fields for class code, username and PIN, followed by Start learning.
  2. Open your assigned mission

    In My missions, find the mission your teacher picked. Select Start lesson. Use Keep going when you are returning to saved work.

    Read the lesson instructions and safety guidance before you begin. Ask your teacher about any materials or tools you need.

    Your teacher chooses the missions shown here.

    Your teacher chooses the missions shown here.

    A signed-in classroom learner sees an assigned science mission and Start lesson.
  3. Save your place

    In Your progress and your answer, choose your step under You are here. Use Notes just for you to remember what you tried.

    Select Save my work and wait for Saved. When you have finished the lesson steps, select Finish this mission. You still need to send your answer below.

    Finishing the lesson steps and sending your answer are separate actions.

    Finishing the lesson steps and sending your answer are separate actions.

    Lesson progress controls with You are here, notes, Save my work and Finish this mission.
  4. Send your answer

    Under My answer, explain what you made, tested, improved, and learned. Use Save it privately if you want to keep working later.

    When it is ready, tick I read it over and it is ready for my teacher. Select Send to my teacher. Wait for Sent to your teacher. Your answer is then read-only while your teacher reviews it.

    A private draft is sent only when you choose Send to my teacher.

    A private draft is sent only when you choose Send to my teacher.

    My answer shows a submitted reflection and Sent to your teacher.
  5. Make a change after feedback

    Reopen the mission and read What your teacher said. If they ask for a change, the answer box becomes editable again.

    Change your answer. Save my changes privately keeps your changes for later; your teacher sees them after you tick the ready box and select Send to my teacher again.

    Use the teacher’s note to choose your next change.

    Use the teacher’s note to choose your next change.

    A returned classroom answer shows teacher feedback, an editable response, and private-save and send controls.
  6. Check the review and sign out

    Reopen your mission to read the final feedback. A reviewed answer is read-only. Your teacher has checked it.

    Use Back to my missions to return to the classroom home. Select Sign out before someone else uses a shared device.

    Your saved answer and teacher feedback stay with this classroom mission.

    Your saved answer and teacher feedback stay with this classroom mission.

    The classroom answer is reviewed and read-only, with the teacher’s final feedback.

If you get stuck

I cannot change a mission or answer.

Read its message. Your answer may be waiting for review, already reviewed, past its due date, or in a closed class. Ask your teacher what to do next.