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SPARKLAB
Ages 4 - 5
SPARKLAB
Title
SPARKLAB
Title

Year 1 - Tangible Foundations (Ages 4–5)
Screen-light coding, LEGO® robotics, circuits and real engineering. Designed for joyful first learners.
Oct 17th, 2026 - Jun 12th, 2027
Year 1 is where 4–5-year-olds become confident first makers by moving through a gentle STEM lifecycle: Explore, Imagine, Plan, Build, Test, Improve and Share.
Across the year, kids practice computational thinking in age-appropriate ways, algorithms (step-by-step plans), loops (repeat patterns), simple when/then rules, and debugging. They also experience engineering design thinking as they compare wheels, gears, ramps, and supports, then refine their builds based on what happened. The result is a fun, screen-light after-school coding and robotics program in Toronto that builds real problem-solving skills and a resilient maker mindset, so by spring, your child can describe their plan, improve a design with feedback, and confidently share a small project.
SPARKLAB
Title
SPARKLAB
Title

Year 2 - Tangible Foundations II (Ages 4–5)
Gentle screens, Engineering Smart Toys, and creative coding developing Computational Thinking, problem solving with Robotics - designed for confident first coders to develop logical thinking.
Oct 17th, 2026 - Jun 12th, 2027
Year 2 builds on Tangible Foundations by helping children become screen-ready makers: confident enough to create with code, but still grounded in hands-on building, circuits, and real-world problem-solving. Students move from tactile coding and robot logic into deep dive block-based coding stories, engineer smart toys, solve real-world problems with Robotics, and work towards creating their very own interactive invention as a capstone project.
Across the year, children revisit the ideas they already know: algorithms, sequences, loops, events, conditionals, inputs, outputs, and debugging, but use them in more expressive ways. They create tap-to-start stories, repeatable animations, button-controlled sprites, light-and-sound responses, and final showcase projects designed for an audience.
The goal is meaningful screen readiness: children learn that code is a tool for storytelling, invention, communication, and design. They continue to build a maker mindset by asking questions, prototyping, testing, improving, and proudly explaining how their systems work.
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