See it first
Every idea starts as a picture or interactive model, then becomes notation.
Designed for curious younger learners. No screens full of syntax — just hands-on puzzles that build the four pillars of computational thinking: decomposition, patterns, abstraction and algorithms.
Writing instructions a robot could follow.
Shapes, numbers and sequences.
Unplugged sorting games.
Truth-tellers, liars and grids.
Secret messages and binary.
Symmetry, tilings and visual reasoning.
Doing more with fewer instructions.
Design a board game with clear rules.
Every idea starts as a picture or interactive model, then becomes notation.
Guided problems ask you to think and explain, not to copy a method.
Short lessons with checkpoints, so each idea is solid before the next.
Curious 10–14 year olds, and parents or schools who want thinking skills before syntax.
None. Designed for ages 10–14.
Number sense, ratios, algebraic reasoning and the habit of proof — the bedrock every other subject stands on.
A toolkit for thinking clearly: decompose, model, test and verify — on puzzles first, then on real problems.
Graphs that move, functions you can feel. Linear, quadratic and exponential thinking made intuitive.