STEM adventures where a wobbly first attempt is part of the story and the second try changes everything.
Ages 6β9 Β· 6 story worlds
Every invention fails once before it works. The failure is part of the adventure, and fixing it is the hero moment.
Key skills: Design thinking, Iteration, Resilience, Practical problem solving
Build a bridge from paper and tape and see how many toy cars it holds before it bends.
The Brassworks Β· Ages 6β9 Β· Classic story (10β15 minutes)
First day at the workshop, a bench of your own and one impossible brief.
Adventure summary: On the first day at the Inventors Academy, your child is given a workbench, a box of odd parts and one impossible brief.
Cogtown Β· Ages 6β9 Β· Classic story (10β15 minutes)
A helper robot with a kind wobble and a job it cannot quite manage yet.
Adventure summary: A small helper robot keeps toppling over, and your child must work out which part to redesign before the town parade.
Red Base Β· Ages 6β9 Β· Classic story (10β15 minutes)
Growing food, making water and keeping a whole crew alive on another planet.
Adventure summary: At Red Base on Mars, the greenhouse has failed, and your child joins the crew racing to grow food before supplies run out.
Windward Field Β· Ages 6β9 Β· Classic story (10β15 minutes)
Wings, wind and a competition where nothing flies on the first attempt.
Adventure summary: At the Windward Field flying competition, your child's machine crashes on the first attempt β and the second is tomorrow.
The Broken Bridge Β· Ages 6β9 Β· Classic story (10β15 minutes)
A village cut in half by a river and one young engineer with an idea.
Adventure summary: The river has taken the village bridge, and your child is the only one with a plan for how to rebuild it.
The Whirligig Works Β· Ages 6β9 Β· Classic story (10β15 minutes)
A factory that builds whatever you can draw β as long as you can explain how it works.
Adventure summary: The Whirligig Works can build anything your child draws, provided the drawing explains exactly how it works.