What they will be able
to do tomorrow.
Each step is built to unlock something your kid will be able to do. At the end of the path, they lead a project and teach a younger kid.
Three years.
Nine steps. One direction.
The path has nine steps, designed for about three steps a year. Each step has one real condition. This is what each stage is built to unlock, written from the real step conditions and the real missions.
- After the first monthOpen to kids today
A first finished work
Your kid will be able to…
- Finish a first small work from their own idea: a page with a button, a one-key game, a story you can hear or a ten-second video.
- Ask a machine for what they want in detail, and notice when it did what they said instead of what they meant.
- Use a hint instead of giving up, and read an error without panic.
- Show their work standing up on show day.
How a kid gets there
Example of work. A page with a button that makes Chip jump.
- After the first quarterOpen to kids today

Something another kid uses
Your kid will be able to…
- Make something that another kid uses: a game someone plays, a song someone hears, a story someone listens to.
- Plan before building: say who the character is and what they want, or what the song is about, before touching a tool.
- Try, test and fix, because a step passes only when the work is done.
- Present their work and answer a question about it.
How a kid gets there
Step conditionAnother kid uses something you made.
The platform checks itExample of work. A one-button game that another kid at the table plays.
- After year 1Open to kids today



Something that holds up at home
Your kid will be able to…
- Ask again, better: change a request, compare two versions and choose one with a reason.
- Build something that still works tomorrow: a list that saves, a timer that rings, an app for something at home.
- Put work where other people can open it, like a link someone opens on their own screen.
- Take criticism and fix it: let a teammate test a game and repair what was unclear.
How a kid gets there
Step conditionIt holds up, and someone at home uses it three times.
The platform checks itBig project: a product that someone at home uses.
Example of work. An app for something at home that the family really uses.
- After year 2Steps 4–5 open · step 6 ahead



Something others understand alone
Your kid will be able to…
- Explain or document a work so well that someone understands it without them there.
- Make things that other people use on their own, which means clear instructions and work that survives being used.
- Go deeper into how things work, with expeditions like why a plane stays up, why bullet trains do not fly off the track and what is inside a chip.
- Start dividing a project with other kids, with a part for each.
How a kid gets there
Step conditionAnother person understands it without you explaining.
An adult signs off
Someone uses it without you beside them.
You start dividing the work with others.Big project: a solution to a real problem in their community.
Example of work. A tool for the community, with instructions another kid can follow.
- After year 3 · MaestroThe road ahead



Lead and teach
Your kid will be able to…
- Lead a team project from start to finish, with roles, and present it in public.
- Help another kid finish theirs, and teach a Chispa until they finish something.
- Launch something of their own, with a launch page, a launch video and a launch plan.
- Decide with data and defend it, for example with a campaign built on numbers and a pitch before a jury.
How a kid gets there
Step conditionA project from start to finish, and you present it.
An adult signs off
Help another kid finish theirs.
Teach a Chispa until they finish something.Big projects: a team project with roles and a public presentation, and mentoring a Chispa while launching something of their own.
Example of work. A launch of their own, and a Chispa they taught until the Chispa finished.
There is no graduation day. A kid who reaches Maestro keeps making and mentoring.
Technology is the ally.
The leader is your kid.
The idea is the kid's.
The machine executes.
The judgment is the kid's: what to keep, what to change, when it is done.
Adults ask. They never do the work.
Nobody leaves without finishing something.
You do not need a kid who memorizes how today's tools work, because tools change every year. What you hope for is a kid who knows what they want, can say it clearly, can tell a good result from a bad one, can finish and can bring others along. That is what every mission practices. We cannot promise what your kid will become. We can show you, week after week, what they practiced and finished.
Eight skills of a leader, and where you see them
Judgment
Chooses between options and can say why.
Where you see itComparing two versions of a song and picking one with a reason.
Direction
Gives clear direction, to people and to machines.
Where you see itDescribing the picture in your head so precisely that the machine draws yours and not another.
Finishing
Closes what they start.
Where you see itEvery mission ends in finished work, and a step passes only when the work is done.
Communicating
Explains and defends in front of others.
Where you see it“I want to show it”, show day on Fridays, a 30-second pitch.
Teamwork and teaching
Makes the people around them better.
Where you see itHelping another kid finish theirs; at Maestro, teaching a Chispa until they finish.
Deciding with data
Decides with evidence, not hunches.
Where you see itCounting real records of 344 penguins, and doing the numbers of an idea: cost, price, how many to sell.
Digital citizenship
Is trustworthy online.
Where you see itStopping ten seconds before sharing, and checking where a photo came from.
Scientific thinking
Guesses, tests and learns.
Where you see itBetting before looking, then checking, and predicting what a simulation will do.
Chippers note what they see against these skills, and you read it in the weekly report. This is how progress is observed, not graded.
What Chippers look for · Eight competencies.
Beyond the work itself, adults note what they see against eight competencies. This is how progress is observed, not graded.
Judgment
Deciding what is worth keeping.
Direction
Explaining clearly what you want.
Finishing
Taking an idea to the end.
Communicating
Presenting and defending your work.
Teamwork and teaching
Helping others and being helped.
Deciding with data
Using real numbers to choose.
Digital citizenship
Ethics when using technology.
Scientific thinking
Guess, test, learn.
Let's talk
about your kid.
Request an interview. We will write to set it up, and your family goes first on the list for the first cohort.
Request an interview