After-School Creators Course

Bring their own interactive adventure to life.

An after-school program where children use logic, problem-solving, and creative thinking to bring their own interactive adventure to life.

Course pamphlets showing different weeks of the project

Every week, the adventure grows with them.

Explore the course

Over ten weeks, children develop one complete interactive adventure. Each week, the project grows—along with their ability to think through problems, make creative decisions, and keep going when something does not work.

Take-home challenges give children the opportunity to experiment with their own ideas, apply what they have learned, and create independently between sessions and beyond the guided course.

01

Begin with guidance

Learn each new system through clear demonstrations and guided building.

02

Build it further

Connect each new idea to the same growing interactive project.

03

Make it their own

Experiment independently and expand the project with original ideas.

They build an adventure. They develop a way of thinking.

The course uses Scratch, a visual programming language where students connect blocks instead of typing lines of code. The project gives them a practical way to develop logical thinking, work through mistakes, and keep going when the first idea does not work.

01

What students develop

Logical thinking

What makes a jump feel natural? Students break one movement into an ordered sequence: rise, slow down, change direction, and return to the ground.

The player rising, reaching the top of a jump, falling, and returning to the platform
The design challenge

Turn a familiar movement into instructions the project can follow in the correct order.

02

What students develop

Problem-solving

When the player sinks through the ground, students trace the mistake back through the system instead of guessing.

The player incorrectly sinking through the platform
The problem to solve

Why is the player sinking through the ground?

03

What students develop

Persistence and independence

A difficult problem stops being a dead end. Students learn to slow down, try one change, and use the result to decide what to do next.

01 Try

Begin with an idea.

02 Check

Notice what happened.

03 Improve

Change one thing and try again.

The lesson beyond the project

Progress does not require getting everything right immediately. It comes from paying attention, making an adjustment, and staying with the problem.

Enroll.

Ten weeks to imagine, build, and complete an interactive adventure of their own. Each session gives students focused time to learn, experiment, and make meaningful progress on one complete project.

90 minute sessions Once a week for 10 weeks
$60 per session $600 for the full course
  • TAG-filtered computers provided by TechLock
  • Beginner-friendly Scratch instruction
  • One complete interactive project
  • Take-home challenges between sessions