What goes in a kids coding kit (and what stays out)
We spent a while deciding what goes into the Young Maker coding kit. The honest answer is mostly what we left out.
The temptation with a kids’ coding kit is to stuff it. Forty tools, a hundred projects, everything anyone has ever recommended. That’s how you get a laptop that’s technically full of learning and practically abandoned by February.
What actually survived the cut:
Scratch, and nothing else until they need it. Blocks first. It’s the worldwide standard for a reason — a seven-year-old can make something that moves and makes noise in twenty minutes, and confidence is the whole game at that age.
A bridge to real code, but only a bridge. MakeCode Arcade shows the JavaScript behind the blocks. Kids who are ready see it; kids who aren’t never have to. Thonny comes along for Python, but later.
Twenty projects, ranked. Not a course. A ladder. Each project unlocks the next, and the early ones are deliberately easy enough to finish in one sitting. Finishing is the habit we’re actually installing.
A parent pack, because the parent is the one who bought it. What the kid is learning, what “normal progress” looks like, which bits to help with and which bits to leave alone.
One AI tutor, locked down. Local, offline, answers “how do I make the sprite jump” at 8pm without anyone’s data going anywhere.
What stayed out: cloud accounts, social features, subscriptions, ads, anything that needs our servers to be alive for the kit to work. If we vanish, the kit keeps working — that’s the whole test.
The target for Christmas is simple: a kid opens the box, and by bedtime they’ve made something they want to show someone. Everything in the kit serves that. Everything else got cut.
That's what we build
Complete kits for what you're building — installed in an evening, running on your machine, forever.