Most children use technology every day without ever learning to build with it. They can scroll, but not design. They can watch, but not produce. This bootcamp closes that gap. Students choose a single track, work in it for the full four weeks, and finish with a completed project, a certificate, and the confidence that comes from having built something that works.
Classes are physical and capped so that every child gets attention from a tutor. Content is taught at the level of the student in front of us — a nine-year-old and a sixteen-year-old on the same track learn the same principles at different depths, on different projects.
Who it’s for
- Ages 7–17, split into younger and older groups within each track
- Complete beginners — no prior computer experience is assumed on any track
- Students who have some skill already and want structure, feedback, and a real project rather than more YouTube tutorials
- Parents looking for a productivity — four weeks of supervised, screen-positive work instead of idle time.
The four tracks
1. Computer Basics & Desktop Publishing
The foundation track. For students who have never used a computer properly, or who need the practical skills school never quite covers.
What students learn
- Confident use of a computer: files and folders, saving, backing up, safe browsing
- Touch typing, worked on daily until speed and accuracy improve measurably
- Word processing: formatting, tables, headers, professional-looking documents
- Spreadsheets: entering data, simple formulas, charts
- Presentations: slide design that communicates rather than decorates
- Desktop publishing: designing and laying out flyers, business cards, invitations, and programme booklets ready for print
What they leave with A printed portfolio of their own design work and a document, spreadsheet, and slide deck they built from a blank page.
2. Coding & Programming
For students who want to know how software actually works, and to write some.
What students learn
- How programs think: sequence, loops, conditions, and variables — taught visually for younger students, in written code for older ones
- Building for the web: structuring a page, styling it, and making it respond to a click
- Programming logic in a real language, working up from single instructions to functions that solve a problem
- Debugging as a skill in its own right: reading an error, forming a guess, testing it
- Version saving and project organisation, so work is never lost
What they leave with A working, personally designed project — a game or a live web page — that runs and can be shown to anyone.
3. AI for Graphic Design & Design Foundation
Design fundamentals first, AI tools second — in that order, deliberately. Tools change every year; the eye does not.
What students learn
- The foundations: colour, typography, hierarchy, spacing, balance, and why a design either works or doesn’t
- Reading a brief and designing to it, rather than designing whatever comes to mind
- Producing real assets: social media posts, logos, flyers, and a simple brand kit
- Using AI design tools properly — writing effective prompts, generating options fast, then editing and directing the output instead of accepting the first result
- Judging AI output critically: what to keep, what to fix, and when to start over by hand
What they leave with A design portfolio of finished pieces, including a complete brand identity they created for a real or imagined business.
4. AI for Video Creation
From an idea to a finished, watchable video — the full pipeline, compressed into four weeks.
What students learn
- Story first: how to plan a video that holds attention, and how to storyboard before filming
- Shooting well with the camera already in your pocket: framing, light, stable shots, clean sound
- Editing: cutting for pace, transitions used sparingly, music and sound levels
- AI in the workflow — scripting help, automatic subtitles, voiceover, and background removal — used to speed up production, not to replace the student’s judgement
- Exporting and publishing correctly for different platforms
What they leave with A finished short video, edited and exported by the student, ready to publish.
What every student gains
A completed project. Not notes, not a certificate of attendance for sitting in a room — an actual artefact they made, that works, and that they can explain.
Digital confidence. The difference between a child who consumes technology and one who is not intimidated by it. This carries into schoolwork immediately.
Practical AI literacy. Students learn to direct AI tools rather than be impressed by them — how to prompt, how to evaluate the output, and where the tool stops and their own judgement starts. This is quickly becoming a baseline skill, and very few schools teach it.
Problem-solving habits. Every track involves things that don’t work the first time. Learning to diagnose calmly rather than give up is arguably the most transferable thing on offer here.
Presenting their work. Students explain what they built and why, to their group. Small thing, lasting effect.
A structured holiday. Fixed hours, a supervised environment, and four weeks of momentum.
Topics of Course
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What a Cmputer Is, And What It Isn’t
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The Parts You Touch: Input and Output
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Memory and Storage Are Not the Same Thing
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The Processor, and What Really Makes a Computer Fast
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Operating Systems and the Apps that Run on Them
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Networks, the Internet and the Cloud
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Staying Safe: Passwords, Malware and Scams
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Backups: Making a Broken Device Cost You Nothing
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Working Well, and Working Legally
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Computer Basics
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Eight computers you didn’t notice
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Label the workstation
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Spend the money well
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Make something in two apps
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Scam clinic