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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 Β· 6 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

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

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

Conversation prompts

  • β€œWhat's something in our home that could work better? How would you fix it?”
  • β€œLet'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