Four classroom experiences

Turn the classroom into a launchpad.

Choose a focused 90-minute experience in coding, AI or augmented reality. Each workshop has a clear grade range and is designed to support selected Alberta Science curriculum outcomes.

Pricing & scheduling

Hands-on, 90-minute STEM workshops delivered at your school.

Workshop pricing

$15 per student

A minimum booking fee of $300 applies to each class. Classes with fewer than 20 students are welcome at the minimum fee.

Class size & duration

Up to 30 students

90 minutes of guided, hands-on learning.

Session times

Monday – Friday

  • Morning: 9:00 – 10:30 a.m.
  • Afternoon: 1:00 – 2:30 p.m.

Need a different start time? Add your preferred timing to “Anything we should know?” on the booking form. Dates and time adjustments are subject to confirmation.

01
DURATION90 minutes
GRADES3–4 · Beginner
PLATFORMScratch

Beginner coding · Sequencing · Creative stories

Coding - Stories in Motion

Code an Interactive Adventure

Students guide a character through an original digital adventure while learning that clear instructions, patterns and careful testing are the foundations of coding.

What students will do

  1. 1
    Break it down

    Turn a big creative goal into smaller, manageable actions.

  2. 2
    Build a sequence

    Arrange event, motion, looks and sound blocks in a logical order.

  3. 3
    Test and debug

    Work backward to find where instructions do not behave as expected.

  4. 4
    Remix and share

    Add individual choices and explain how the program works.

STUDENTS LEAVE WITH

An interactive Scratch adventure they planned, coded and debugged.

CURRICULUM CONNECTIONS

Computational thinking · Decomposition · Patterns · Instructions · Debugging

02
DURATION90 minutes
GRADES5–6 · Intermediate
PLATFORMScratch

Intermediate coding · Algorithms · Game design

Coding - Game Designer

Design and Code a Game

Students move from game idea to working computational artifact, translating an algorithm into block code and improving the experience through purposeful testing.

What students will do

  1. 1
    Plan the rules

    Define the goal, player actions and an ordered algorithm.

  2. 2
    Translate into code

    Use events, loops, variables and conditions to create gameplay.

  3. 3
    Playtest

    Gather peer feedback and identify problems in function or usability.

  4. 4
    Iterate

    Debug and improve the game through more than one design cycle.

STUDENTS LEAVE WITH

A playable Scratch game and experience using feedback to improve a design.

CURRICULUM CONNECTIONS

Algorithms · Block code · Loops · Conditions · Testing · Iteration

03
DURATION90 minutes
GRADES5–9
PLATFORMTeachable Machine + Webcam

Machine learning · Data · Responsible technology

AI Detectives

Train, Test & Challenge a Machine

Can a computer learn to recognize what it sees? Students investigate machine learning by building an image model, challenging its predictions and looking for clues in the data.

What students will do

  1. 1
    Investigate

    Explore how examples, patterns and labels help a machine make predictions.

  2. 2
    Collect

    Create a thoughtful image dataset using a webcam and classroom objects.

  3. 3
    Train and test

    Build a model, challenge it with new inputs and compare results.

  4. 4
    Think responsibly

    Discuss data quality, bias and the human impact of automated decisions.

STUDENTS LEAVE WITH

A working AI model and a clearer understanding of how data shapes results.

CURRICULUM CONNECTIONS

Patterns · Testing · Abstraction · Data literacy · Technology impacts

04
DURATION90 minutes
GRADES5–9
PLATFORMDancing with AI + Webcam

Block coding · Augmented reality · Creative computing

Reality Remix

Code an Augmented World

Students combine block-based programming and a live camera to create a digital interaction that responds to movement in the physical world.

What students will do

  1. 1
    Discover

    Compare virtual and augmented experiences through familiar examples.

  2. 2
    Code

    Combine sequences, events, loops and conditions in a working program.

  3. 3
    Connect

    Make a character or visual effect respond to the live camera view.

  4. 4
    Remix and test

    Personalize the interaction, troubleshoot it and explain the design.

STUDENTS LEAVE WITH

An interactive AR-coded creation they can demonstrate and explain.

CURRICULUM CONNECTIONS

Sequences · Conditions · Loops · Abstraction · Testing · Design

Before we arrive

Simple setup.
Full participation.

01

Devices
One internet-connected laptop or Chromebook per 1–2 students, with a working webcam.

02

Classroom
A projector or interactive display, student desks, and room to collaborate.

03

Access
School internet access to the workshop websites; a test link will be shared ahead of time.

04

People
The classroom teacher remains present. BrainSpire leads all instruction and activities.

Have a grade or topic in mind?

We'll shape the experience together.

Request a workshop →