Practical AI classes · Ages 8–18

Learn to use AI.
Make your ideas real.

Help your child go from “I have an idea” to “I made this.” In five hands-on lessons, I teach kids to create with AI, check its work and improve what they make—from games and websites to stories, designs and useful tools.

  • No AI or coding experience needed
  • 5 weekly lessons · 60 or 90 minutes by age
  • A project they can explain and share
From playing things to making them

Your child could build something like this.

A game of their own. A website for their passion. A tool that solves a problem. With AI and guidance, they can start small and take their ideas further.

skyline-sprint-3d.html
Change one thing
SKYLINE SPRINTBEST 0
01 / SUNSET QUARTER0 / 900 m
DOUBLE JUMP + DASH

Tap the game to jump · Tap again to double jump · X / Shift to dash

Carry the spark across 900 metres of rooftops. Two jumps. One dash. Three hearts.

Your robot
Side missions0 / 3 complete

Find pink repair kits: +1 heart, or +50 points when your hearts are full.

Illustrative project: play it, change a rule and see what happens. Students develop their own projects with guidance. Chat replies are pre-written; game changes are real.

Different interests. The same useful skills.

So many ways to make something your own.

Projects give kids a reason to learn. We help them choose an idea they care about, keep it achievable and build it one step at a time.

WEBSITES & MINI APPS

Give an idea a home.

A club website, a hobby guide or a tiny app. Decide what visitors need, organise the content and make it easy to use.

Practise: structure, instructions & testing
STORIES & DESIGN

Find your creative voice.

Write a short story, design a poster or plan a comic. Explore ideas with AI, then make choices about words, style and tone.

Practise: creative direction & editing
STUDY & CURIOSITY

Make learning click.

Turn notes into a revision quiz, build a topic guide or explain a tricky idea. Check the answers against trusted material.

Practise: good questions & fact-checking
EVERYDAY TOOLS

Solve a small problem.

A study planner, a reading tracker or a packing checklist. Start with a real need and make something that helps.

Practise: planning & practical problem-solving
PRESENTATIONS & EXPLAINERS

Share what you know.

Make a visual guide or a short presentation about a favourite subject. Shape a clear message for a real audience.

Practise: clear communication & checking sources
GAMES & EXPERIMENTS

Make room for play.

A simple game, a moving scene or an interactive puzzle. Try a rule, test what happens and improve it.

Practise: logic, iteration & debugging

Example directions, not a checklist. Each student develops one main project with guidance.

What I teach

Good ideas need more than a prompt.

A useful answer starts with knowing what you want. I teach kids to give AI context, ask better questions, compare options and check the result. They practise on real projects, with a teacher beside them to help them make decisions and get unstuck.

SKILL 1

Plan

Start with a purpose. Who is it for? What should it help them do? Sketch the idea and choose a small first step.

SKILL 2

Describe

Give useful context, examples and constraints. Learn to ask follow-up questions and describe one clear change at a time.

SKILL 3

Test

Read it, try it and check the facts. Does it do what you asked? Is it clear, accurate and useful for the person it is for?

SKILL 4

Fix

Edit the words, refine the design or fix the tool. Save versions, try another approach and explain why the new version is better.

then round again. It's the same method every week, until it's a habit.

Every lesson

I teach it, they build it, we check it.

Junior lessons (ages 8–11) run for 60 minutes; senior lessons (ages 12–18) run for 90 minutes. Both follow the same shape. Kids get a short, focused lesson from me, then most of the time goes into practising it on something they care about, with me beside them.

First 10–15 min

I teach

One skill, taught at the front with live examples, including what goes wrong when you skip it.

Next 40–60 min

They build

Kids practise that skill on their own project. I walk the room, help anyone who's stuck, and ask questions that get them to the answer rather than handing it over. When several kids hit the same problem, I stop the room and teach it on the spot.

Last 10–15 min

We check

Kids show what they made, what they fixed, and what the AI got wrong this week.

The five weeks

From first prompt to a finished project.

For the first two weeks I teach each class together. For the last three, each child builds their own project and I coach them through it one to one.

Week 1

Meet the machine

Explore what AI can help with, where it can go wrong and how to ask a clear question. Start with a small creative task.

They buildA short illustrated story or a poster concept
Week 2

Build it together

Build a simple personal webpage together. Practise giving context, editing text and design, and checking the result at each step.

They buildA personal webpage with their own words and design
Week 3

Plan it, cut it

Choose a creative project, a useful tool or a playful experiment. Define who it is for and make a manageable first version.

They buildA rough first version that works
Week 4

Test it properly

I teach them to test like a pro: a classmate uses their project while they watch in silence and note every place they get stuck.

They buildA fix list from a real tester
Week 5

Finish and present

They work through their fix list, then I coach them through finishing on time and presenting their work at Demo Day.

They buildA finished project, shown to you at Demo Day

What I teach, week by week →

The part we care about most

The Wrongness Log

I teach kids to catch the AI being wrong, and to keep score. There's a big sheet of paper on the classroom wall. Every time the AI gets something wrong, the kid who caught it writes it on a sticky note and puts it up.

Over the course, those examples become a record of what students checked and learned. The habit matters beyond the classroom: a polished answer is a starting point for judgement, not a reason to stop thinking.

It said our school mascot was the Thundering Otters. We don't have a mascot.WEEK 1
It said "fixed it!" three times. It was not fixed.WEEK 3
The revision quiz had an answer that didn’t match my notes.WEEK 4
The poster looked great. The event date was wrong.WEEK 2
Two age groups, two lesson lengths

Eight-year-olds and fifteen-year-olds, learning the same things at their own level.

Everyone learns the same four skills: plan it, describe it, test it and fix it. What changes is how much support they get and how far they take it.

8–11

Junior track

5 × 60-minute lessons · A$250

More support, smaller steps, and plenty of fill-in-the-blank starting points.

  • Often work in pairs, one typing and one deciding
  • Starter prompts to fill in, so nobody faces a blank screen
  • Choose from guided creative projects, websites and simple tools
12–18

Senior track

5 × 90-minute lessons · A$250

More independence, more ambition, and projects built for a real person to use.

  • Write their own prompts from the first session
  • Refine writing, design and code with more independence
  • Free choice of final project, with a real user in mind
  • One adult for every eight kids

Tell us about your child’s age, interests and comfort with reading and typing when you register, so we can help them get started at the right level.

Week 5 · You're invited

Demo Day

At the end of the last session, parents come in. Every kid gets sixty seconds at the front to show what they made. Then there's twenty minutes to explore the projects, try the tools and ask how they were made.

Every demo ends the same way: your child tells a room of adults about one mistake the AI made that they caught. They explain their choices, show what they improved and describe how they checked the AI's work.

The demo script60s
  1. "I made ___, and it's for ___." 10s
  2. Show it working. 25s
  3. "The hardest part was ___." 10s
  4. "One thing the AI got wrong was ___." 15s
A teacher beside them

Room to try.
Help when it gets tricky.

I explain a skill, show how it works, then help students use it on their own ideas. When an answer is wrong or a project gets stuck, we work through the next step together.

“I want kids to understand what they’re making, make their own decisions and feel confident trying something new.”

Safety

Your child never signs up for anything.

We run the AI ourselves, on accounts we create, with rules we set. Here's what that means in practice.

No personal accounts

Every student uses an account we set up for the course. No email address, no sign-up, and nothing linked to your child's name outside the classroom.

An AI we control

We use an open-source AI model set up by us, with instructions focused on age-appropriate creative and practical projects. It isn't a public chatbot.

Nothing real goes in the box

Our first rule, taught before anyone types: no full names, addresses, schools, passwords or photos of people in a prompt. Ever.

Adults on the floor

Adults walk the room throughout each session, helping students and checking their work. If something looks wrong, kids close it and get an adult.

The details

When, where and how much

Format
5 weekly sessionsAges 8–11: 60 min · Ages 12–18: 90 min
Ages
8 to 18Junior and senior tracks
Dates
To be announcedRegister interest to hear first
Location
Highett
Group size
8 to 16 studentsSmall enough that everyone gets help
Laptop
Bring one if you canLet us know on the form if not

A$250 per student

For either five-week course: 60-minute junior or 90-minute senior sessions, a guided personal project and a final showcase for parents.

Register interest now. There’s nothing to pay until you confirm your place.

Register interest →
Questions parents ask

FAQ

What if my child isn’t interested in making games?

There are plenty of other directions: a story, a club website, a poster, a study quiz, a planner or an interactive explainer. Games are one option. We help each child choose something that connects with their interests.

Will they learn when to question AI?

Yes. We practise checking claims against sources, spotting missing context and deciding when to do something ourselves. Students keep a Wrongness Log and explain at Demo Day what the AI got wrong and how they handled it.

Isn't the AI just doing the work for them?

AI can help produce a draft, but the student decides what it should be, checks the work and makes the changes. I ask them to explain their choices and show how their project improved. The aim is to develop judgement and practical skills alongside something they are proud to share.

Is this a coding course or a course about using AI?

The focus is using AI thoughtfully and making things with it. Everyone practises prompting, checking and improving. Some projects involve code, such as a website, a small tool or a game; others focus on writing, design or explaining an idea. We introduce the code students need for their project, with no prior experience expected.

How long are classes for each age group?

Ages 8–11 have five 60-minute lessons. Ages 12–18 have five 90-minute lessons. Both courses cost A$250 per student. Juniors get more structure and starter prompts; seniors work more independently on more ambitious projects.

What if they miss a session?

Their project and chat history are saved on their class account, so they can pick up where they left off. Missing week two matters most, since it's where kids learn to save and fix their work. Let us know in advance and we'll help them catch up.

Which AI do you use? Is it ChatGPT?

No. We use an open-source AI model that we set up and control ourselves, not a public chatbot. That means no accounts for children, no advertising, and instructions that keep it to building age-appropriate projects.

What do they take home?

Their finished project in a format suited to what they made, plus their earlier work, useful prompts and notes on what they changed and checked. They also get a progress card showing how they did on the four skills we teach, and a certificate from Demo Day.

Do we need to buy anything?

No software, no subscriptions. A laptop is useful. If your child doesn't have one they can bring, tell us on the registration form.

A little curiosity. A new set of skills. Something they made.

Register interest →