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.

Innovation, Leadership & Entrepreneurship
Imagine it. Build it. Make it better. Turn curiosity into prototypes through experimentation and iteration.
Programme description
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
The Forge difference
From curiosity to contribution—students develop ideas through guided inquiry, practical projects, feedback and reflection.
Guided questions, encouragement and feedback help students develop their own ideas.
Educators support independent thinking rather than simply providing ready-made solutions.
Students investigate meaningful challenges and explore practical ways to address them.
Learning connects to everyday experiences, communities and potential user needs.
Students generate ideas, experiment with solutions and learn through iteration.
Unsuccessful experiments can become useful sources of feedback and learning.
Collaborative challenges create opportunities to practise communication, initiative and responsibility.
Students may contribute through different strengths, personalities and roles.
Learning challenges are matched to students' age, interests and experience.
Younger learners may use guided activities while experienced learners tackle more complex projects.
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
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.
Curriculum
Each area is developed through guided explanation, practical work, testing and reflection.
Identifying problems and invention opportunities.
Exploring how objects, systems and materials work.
Generating and sketching invention concepts.
Building physical or digital prototypes.
Testing, troubleshooting and improving designs.
Documenting and communicating the invention process.
Proposed eight-session curriculum
This introductory term sequence is proposed and pending founder curriculum approval.
Students explore inventions and identify everyday problems that could be improved.
Students examine an identified problem, explore existing solutions and establish appropriate design requirements.
Students sketch alternative concepts and consider how each might work.
Students select a concept and prepare a simple design and materials plan.
Students construct an initial model using approved materials and tools.
Students investigate how their prototypes perform against the design requirements.
Students identify weaknesses and refine their prototypes.
Students demonstrate their invention concept and explain the development process.
Student project
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
Proposed Growth & Care approach
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 approachResponsible entrepreneurship
These courses develop thinking, communication and project capability. They do not promise profitable ventures, investment, guaranteed leadership outcomes or implemented solutions.
Forge Learning App
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.
Suggested learning journey
This journey is flexible, not a mandatory prerequisite chain. Students may enter at an appropriate point based on age, interests and experience.
Young Leaders supports teamwork, initiative and responsible leadership across the journey. It is not a mandatory prerequisite.
Explore Young LeadersWhere 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.
No Young Inventors session is currently confirmed. Register your interest for approved dates, locations and delivery details.
View proposed Term 1 catalogueFees, available places and enrolment arrangements have not been approved. Register your interest to receive confirmed information.
Register Your InterestFrequently asked
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.
Grouping is confirmed for each approved intake. Educators consider age, interests, previous experience and the complexity of the proposed project.
The proposed programme combines guided inquiry, practical challenges, individual or team work, constructive feedback and reflection. Exact activities are adapted to the learner group.
The curriculum may include both individual and collaborative activities. Roles and expectations are adapted to age, strengths and the approved 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.
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.
No equipment requirement is confirmed on this page. Approved materials, tools, device needs and safety arrangements are communicated for each intake before enrolment.
No. Venture work is an educational simulation. Students are not required to register a business, accept payments, make financial commitments or enter binding agreements.
AI is not promised. Any future use requires separate approval and age, privacy, authorship and safeguarding controls.
Public sharing, fundraising, external engagement and identifiable student material require appropriate adult approval, supervision and permission. Student intellectual property and authorship are respected.
No. Students receive opportunities to practise and reflect, but no confidence, leadership, commercial, investment or profitability outcome is guaranteed.
Suggested next steps include Robotics & Engineering, Design Thinking and Entrepreneurship. Innovation Challenge Lab remains an enquiry-only possibility.
No date, time, venue, trainer, capacity or commencement date is confirmed on this page. Register your interest to receive approved details.
Related courses
These are suggested routes, not mandatory prerequisites. Existing experience can support a different entry point.

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