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Inventors Workshop

STEM adventures where a wobbly first attempt is part of the story and the second try changes everything.

Ages 6–9 · 20 story worlds

How the story works

Every invention fails once before it works. The failure is part of the adventure, and fixing it is the hero moment.

Learning objectives

  • · Engineering
  • · STEM
  • · Creativity
  • · Innovation
  • · Problem solving
  • · Curiosity

Curriculum alignment

  • Design & Technology
  • STEM
  • Forces & Materials
  • Computing Basics

Key skills: Design thinking, Iteration, Resilience, Practical problem solving

What parents get with every story

Discussion questions

  • “What went wrong the first time, and what changed?”
  • “What would you have built instead?”
  • “What could we invent for our house?”

Conversation prompts

  • “What's something in our home that could work better? How would you fix it?”
  • “Let's draw an invention together that does one silly job perfectly.”

Optional follow-up activity

Build a bridge from paper and tape and see how many toy cars it holds before it bends.

Story worlds in this category