They build.
Your child plans and builds a working program, such as a visitor guide that follows a route and says hello when it arrives.
A coach notices.
Coaches name what your child just did well, in the moment: “That's persistence. You kept working after it failed.” Classes are limited to 10 students.
Progress you can see.
Your child moves up with real project work and real character evidence. You get a simple email on what your child learned and how they're progressing.
It's okay if it doesn't work the first time. That's where the learning starts.
Only playing games others made?
Screens are not the problem. Empty screen time is: games and videos other people made, while your child could be building one.
There are plenty of apps and free videos. What is hard to tell is which will lead to a finished project and a child who sticks with it.
Kids shouldn't have to choose between what they love and who they can become.
The plan
Start your membership.
Watch your child try, build, and test.
See skills and character grow, class after class.
- No prior experience is needed, and your child does not bring equipment.
- Parents may observe where operationally appropriate.
- You get a simple email on what your child learned and how they're progressing.
What a class looks like
No experience needed, and your child does not bring equipment.
Plan and build
Put the steps in order with a partner so the program reaches its goal.
Predict and run
Say what it will do, then run it and compare.
Get stuck, try again
Trace it one step at a time and fix it with a coach asking questions, not giving the answer.
Explain
Show, tell, or draw why the program did what it did.
What your child learns in Code Navigators
Every skill is practiced and shown in class, not memorized.
Put steps in order
Plan 3 to 5 steps so a program reaches its goal, with cards on paper and with blocks on a screen.
Explain why a program did what it did
Point to the instruction that caused a result.
Run a program and say what happened
Start it, watch it, and report what it did.
Predict before running
Say what the program will do, then run it and compare.
Work well in a group
Contribute a decision, make room for others, and stay respectful.
Use a loop instead of copying steps
Say “repeat 5 times” once instead of writing the same step five times.
Spot patterns that repeat
Notice a pattern that repeats and build it with a loop.
Check the result
Say whether the result matched what was expected, and point to what looked different.
Find and fix a bug
Locate and fix a mistake in a short program with little or no coach help.
Try again before asking for help
Try a second approach first, and explain what was tried.
No typing tests, spelling, memorized definitions, timed exams, or fixed quiz scores. Your child does not need to type fast or already know how to code. Kids who prefer to show, draw, or talk instead of write can do that.
What parents notice
Before
Gives up when something does not work. Plays games others made.
After
From a child who quits when it is hard, to a builder who tries again.
Class details
Grades: 3rd-5th
Up to 10 students
Monday · 6:00 PM – 7:00 PM
Kansas City / Northland · Kansas City
Frequently asked questions
That is the point of a coding class. Things stop working, and a coach names what your child does next: “That's persistence. You kept working after it failed.”
No. Your child builds the program, predicts what it will do, runs it, and explains the result. Coaches expect each project to get to an appropriate finishing point.
No experience is needed. We start with putting steps in order and seeing what happens, which any child can try.
Another year of playing what others made, or a year of building, getting stuck, and trying again.
Start Your Membership