

SPARKLAB
Tangible Foundations II (Annual)
Gentle screens, Engineering Smart Toys, and creative coding developing Computational Thinking, problem solving with Robotics - designed for confident first coders to develop logical thinking.
Ages 4 - 5
Saturday's | 9:30 am - 10:45 am
Oct 17th, 2026 - Jun 12th, 2027
$1,490 + HST (Payment plan options available at checkout)
Year 2 - Annual
SPARKLAB
Tangible Foundations II
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.

FUN FACTOR
Create stories, smart toys, and interactive inventions
Use code to make characters, lights, sounds, and controllers respond
Build projects for an audience and proudly share how they work
Why it is Deeply Enriching
Meaningful screen readiness without screen overload
Computational thinking becomes creative: loops, events, conditionals, input/output, debugging
Maker mindset: prototype, test, improve, and present with confidence
What They Learn

Block-based Coding: Designing Sequences, sprites, scenes, events, waits, loops, messages and conditional statements
Physical computing: Engineering Smart Gadget/Toy with circuits, sensors, motors, etc.
Design thinking: audience, prototype, feedback, iteration, showcase
Communication: explain the code, the build, and the one change that improved it
Structure
28 weeks - Three 10-week terms (Fall, Winter, Spring)
75-minute weekly Term-end demos and a year-end Inventor Showcase
