Innovate ForgeAcademy
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Innovation, Leadership & Entrepreneurship

Young Inventors

Imagine it. Build it. Make it better. Turn curiosity into prototypes through experimentation and iteration.

Proposed curriculumInnovation & Design · Build
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Programme description

Imagine it. Build it. Make it better.

Young Inventors encourages students to explore their curiosity and develop practical ideas through experimentation, making and iterative design.

Students discover how inventions often begin with a simple question: What could be improved?

Through hands-on activities and creative challenges, students investigate everyday problems, explore how things work and develop original invention concepts.

They learn how to sketch ideas, select suitable materials, build simple prototypes, test their designs and make improvements.

The programme introduces age-appropriate engineering and invention practices while encouraging imagination, resilience and thoughtful problem-solving.

Students are supported to understand that unsuccessful experiments can provide useful information. They learn to identify what worked, what did not work and what they might change next.

Educators guide students through the invention process using coaching, constructive feedback and opportunities for independent decision-making.

Young Inventors is suitable for students interested in making, engineering, creativity, technology and practical challenges. Projects can be adapted to available equipment, student experience and appropriate safety requirements.

What students will learn

Purposeful skills, built through practice.

Identify invention opportunities
Explore practical design requirements
Develop and communicate original ideas
Build and test prototypes
Respond constructively to unsuccessful experiments
Refine a design through iteration
Present and explain their invention

The Forge difference

Why Families Choose Forge Innovation & Entrepreneurship

From curiosity to contribution—students develop ideas through guided inquiry, practical projects, feedback and reflection.

Coaching-led learning

Guided questions, encouragement and feedback help students develop their own ideas.

Educators support independent thinking rather than simply providing ready-made solutions.

Real-world problem-solving

Students investigate meaningful challenges and explore practical ways to address them.

Learning connects to everyday experiences, communities and potential user needs.

Creativity & experimentation

Students generate ideas, experiment with solutions and learn through iteration.

Unsuccessful experiments can become useful sources of feedback and learning.

Teamwork & leadership

Collaborative challenges create opportunities to practise communication, initiative and responsibility.

Students may contribute through different strengths, personalities and roles.

Age-appropriate development

Learning challenges are matched to students' age, interests and experience.

Younger learners may use guided activities while experienced learners tackle more complex projects.

Meaningful project outcomes

Students work towards tangible projects that demonstrate their ideas and learning.

Projects may include prototypes, invention models, leadership projects, venture concepts and pitches; commercial outcomes are not promised.

Proposed innovation inquiry cycle

Find. Observe. Reimagine. Generate. Evaluate.

This course-specific inquiry cycle connects curiosity, human-centred observation, creative problem-solving, practical application and reflection. The academy-wide Explore · Build · Apply · Master progression remains authoritative.

01

Find

02

Observe

03

Reimagine

04

Generate

05

Evaluate

Curriculum

Core learning, clearly connected.

Each area is developed through guided explanation, practical work, testing and reflection.

01

Learning area 1

Identifying problems and invention opportunities.

02

Learning area 2

Exploring how objects, systems and materials work.

03

Learning area 3

Generating and sketching invention concepts.

04

Learning area 4

Building physical or digital prototypes.

05

Learning area 5

Testing, troubleshooting and improving designs.

06

Learning area 6

Documenting and communicating the invention process.

Proposed eight-session curriculum

A clear journey from first practice to final reflection.

This introductory term sequence is proposed and pending founder curriculum approval.

  1. Session 1

    Thinking Like an Inventor

    Students explore inventions and identify everyday problems that could be improved.

  2. Session 2

    Investigating the Challenge

    Students examine an identified problem, explore existing solutions and establish appropriate design requirements.

  3. Session 3

    Generating Invention Ideas

    Students sketch alternative concepts and consider how each might work.

  4. Session 4

    Planning the Prototype

    Students select a concept and prepare a simple design and materials plan.

  5. Session 5

    Building the First Prototype

    Students construct an initial model using approved materials and tools.

  6. Session 6

    Experimenting and Testing

    Students investigate how their prototypes perform against the design requirements.

  7. Session 7

    Improving the Invention

    Students identify weaknesses and refine their prototypes.

  8. Session 8

    Young Inventors Showcase

    Students demonstrate their invention concept and explain the development process.

Student project

My First Invention

Students identify an everyday challenge and develop an original invention concept, such as a useful desk organiser, simple mechanical device, classroom improvement tool, accessible learning aid or model of an environmentally considerate product. They produce a concept, sketches, materials plan, prototype, test observations, improvement record and final demonstration using age-appropriate materials, tools and supervision. Commercial viability or patentability is not promised.

Core skills and outcomes

Learning students can explain and apply.

Identify invention opportunities
Explore practical design requirements
Develop and communicate original ideas
Build and test prototypes
Respond constructively to unsuccessful experiments
Refine a design through iteration
Present and explain their invention

Proposed Growth & Care approach

More than a course. A supported learning journey.

Coaching can help learners interpret unsuccessful experiments and improve their own designs; appropriate mentoring can encourage practical interests; and pastoral care supports safe, inclusive making with approved tools and supervision.

The exact coaching, mentoring and pastoral-care practices included are confirmed for each program. An individually assigned mentor is not promised.

Explore our learning approach

Responsible entrepreneurship

Educational simulation, not commercial pressure.

These courses develop thinking, communication and project capability. They do not promise profitable ventures, investment, guaranteed leadership outcomes or implemented solutions.

Forge Learning App

Potential support between sessions.

Where included in an approved intake, Forge may support design sketches, prototype records, testing reflections. These are potential course supports until implemented access is confirmed. No new module, student record, authentication or AI capability is created by this website update.

Design sketches
Prototype records
Testing reflections

Suggested learning journey

From curiosity to contribution.

This journey is flexible, not a mandatory prerequisite chain. Students may enter at an appropriate point based on age, interests and experience.

Enrolment Open

Young Leaders

Young Leaders supports teamwork, initiative and responsible leadership across the journey. It is not a mandatory prerequisite.

Explore Young Leaders

Forge learning support

Where included in an approved intake, Forge may support design sketches, prototype records, testing reflections. These are potential course supports until implemented access is confirmed. No new module, student record, authentication or AI capability is created by this website update.

Available sessions

No Young Inventors session is currently confirmed. Register your interest for approved dates, locations and delivery details.

View proposed Term 1 catalogue

Fees and enrolment

Fees, available places and enrolment arrangements have not been approved. Register your interest to receive confirmed information.

Register Your Interest

Frequently asked

Course questions.

Who is this programme suitable for?

Years 3–8. The suggested year range is provisional and requires curriculum approval. Beginner to developing. Guidance is matched to learner age and experience. Educators can help families identify an appropriate entry point.

How are students grouped by age and experience?

Grouping is confirmed for each approved intake. Educators consider age, interests, previous experience and the complexity of the proposed project.

What happens during a typical session?

The proposed programme combines guided inquiry, practical challenges, individual or team work, constructive feedback and reflection. Exact activities are adapted to the learner group.

Do students work individually or in teams?

The curriculum may include both individual and collaborative activities. Roles and expectations are adapted to age, strengths and the approved project.

What project will my child develop?

My First Invention: Students identify an everyday challenge and develop an original invention concept, such as a useful desk organiser, simple mechanical device, classroom improvement tool, accessible learning aid or model of an environmentally considerate product. They produce a concept, sketches, materials plan, prototype, test observations, improvement record and final demonstration using age-appropriate materials, tools and supervision. Commercial viability or patentability is not promised.

How does coaching support individual learning?

Educators use questions, encouragement, appropriate challenge and constructive feedback to support independent thinking rather than provide ready-made solutions. An individually assigned mentor is not promised.

Does the programme require expensive equipment?

No equipment requirement is confirmed on this page. Approved materials, tools, device needs and safety arrangements are communicated for each intake before enrolment.

Do students need to establish a real business?

No. Venture work is an educational simulation. Students are not required to register a business, accept payments, make financial commitments or enter binding agreements.

Will students use AI?

AI is not promised. Any future use requires separate approval and age, privacy, authorship and safeguarding controls.

How are student projects and personal information protected?

Public sharing, fundraising, external engagement and identifiable student material require appropriate adult approval, supervision and permission. Student intellectual property and authorship are respected.

Does completing this course guarantee confidence or business success?

No. Students receive opportunities to practise and reflect, but no confidence, leadership, commercial, investment or profitability outcome is guaranteed.

What programme should my child take next?

Suggested next steps include Robotics & Engineering, Design Thinking and Entrepreneurship. Innovation Challenge Lab remains an enquiry-only possibility.

Where and when are classes available?

No date, time, venue, trainer, capacity or commencement date is confirmed on this page. Register your interest to receive approved details.

Related courses

Continue the learning journey.

These are suggested routes, not mandatory prerequisites. Existing experience can support a different entry point.

Two students assembling a small robot during a hands-on classroom engineering activity

Robotics & Computer Science

Applied Robotics & Engineering Academy

Where students learn to think like engineers — design, build, program, test and improve real robotic systems through structured term projects.

Years 2–8 term classes, with advanced coaching and mentoring for Years 9–12.

Explore program
Students collaborating on an age-appropriate innovation project

Innovation, Leadership & Entrepreneurship

Design Thinking

Understand people, define challenges and prototype thoughtful solutions.

Years 3–9. The suggested year range is provisional and requires curriculum approval. Beginners welcome. Guidance is matched to learner age and experience.

Explore program
Students collaborating on an age-appropriate innovation project

Innovation, Leadership & Entrepreneurship

Entrepreneurship

Explore how ideas become useful, sustainable ventures.

Years 6–10. The suggested year range is provisional and requires curriculum approval. Beginners welcome. Guidance is matched to learner age and experience.

Explore program

Draft review notes

  • Course curriculum, year guidance and pathway positioning require founder approval before unrestricted publication.
  • Confirm delivery, educators, Forge Learning App access, dates, locations, fees, capacity and safeguarding arrangements for each intake.

Interested in this program?

Tell us what your learner is curious about and we’ll help identify an appropriate next step.

Register Your Interest