For Teachers

Classroom in a Box

180+ free interactive workshops that work as standalone lessons. No install, no accounts, no setup. Each workshop has a clear goal, step-by-step instructions, quizzes, and a printable certificate.

173+
Interactive Workshops
6
Engines Covered
3
Skill Levels
100%
Free Forever
Curriculum Areas

What Students Will Learn

Workshops cover real skills across computing, creative arts, and core subjects. Every workshop is hands-on , students build, not just watch.

๐Ÿ’ป

Computing & Coding

From visual block coding to professional languages.

  • Scratch (visual coding)
  • JavaScript & Python
  • GDScript (Godot)
  • C# (Unity)
  • Unreal Blueprints
  • Roblox Studio / Lua
๐ŸŽจ

Creative & Design

Pixel art, level design, music, and 3D modelling.

  • Pixel Studio (sprite art)
  • Level Designer
  • Music Maker & SFX Studio
  • 3D Modelling (Tinkercad)
  • Colour Palette tools
  • Character Creator
๐Ÿ“

Core Subjects

Maths, English, science, and more through the Learning Lab.

  • Mental maths & times tables
  • Spelling & vocabulary
  • Science & chemistry
  • Geography & capitals
  • History & timelines
  • Music theory & rhythm
Lesson Plans

Ready to Use

Every workshop is designed as a standalone lesson. Here are some popular starting points by subject and age group.

Free ยท No Install

๐Ÿฑ Scratch Fruit Catch

Students build a complete game in Scratch with sprites, loops, and collision detection. Perfect first coding lesson.

โฑ 45-60 min Ages 7-10 ๐Ÿ“‹ Beginner
Free ยท No Install

๐Ÿงฎ Pip's Biscuit Shop (Maths)

Multiplication and addition through a shop simulation. Students calculate totals and give change. Learning Lab mini-game.

โฑ 20-30 min Ages 7-12 ๐Ÿ“‹ Beginner
Free ยท No Install

๐Ÿ”ค Letter Spelling Bee

Letters fall from the sky , students tap them in order to spell words. Covers vocabulary and word recognition.

โฑ 15-20 min Ages 6-10 ๐Ÿ“‹ Beginner
Free ยท No Install

๐Ÿงช Science Reactions (Stardust)

Mix ingredients to discover 12 real science reactions. Chemistry, states of matter, and photosynthesis through play.

โฑ 20-30 min Ages 8-12 ๐Ÿ“‹ Intermediate
Free ยท No Install

๐ŸŒ Atlas Geography Quiz

Match 24 country flags to names, then tackle a capitals quiz. Covers Europe, Americas, Asia, and Africa.

โฑ 20-30 min Ages 9-13 ๐Ÿ“‹ Advanced
Free ยท No Install

โœจ๏ธ My First Scratch Game

The recommended starting point for any student. Builds a complete game from scratch with step-by-step guidance.

โฑ 60-90 min Ages 7-12 ๐Ÿ“‹ Beginner
For the classroom

Printable Lesson Plans

Three ready to teach plans matched to popular workshops. Each fits a single lesson on locked down school computers: a browser is the only equipment. Open the plan, press Print, and it prints cleanly on its own.

Do Not Drop It: Fruit Catch in Scratch

Workshop: Do Not Drop It! Build a Fruit Catch Game in Scratch

Ages 7 to 1060 minutesBeginnerKS2 Computing

Learning objectives

  • Use loops to keep a game running and spawning fruit.
  • Describe what collision detection does in your own words.
  • Change one variable and predict what happens to the score.

You will need

  • One browser per pair. Nothing to install and no accounts.
  • Projector or whiteboard for the starter demo.

Starter, 10 minutes

  1. Play the finished game once as a class. Ask: what repeats, and what happens on a catch?
  2. Introduce three words: sprite, loop, collision. Pupils repeat each back with an action.

Main, 35 minutes

  1. Steps 1 and 2 of the workshop: bowl sprite and movement. Checkpoint: every bowl moves left and right.
  2. Steps 3 and 4: falling fruit and catching. Checkpoint: catches add to the score.
  3. Fast finishers: change the fall speed variable and record the effect.

Plenary, 10 minutes, plus 5 spare

  1. Pairs playtest each other's game and name one improvement.
  2. Exit ticket on paper: finish the sentence, collision detection means...

Support and stretch

  • Support: work in threes with roles for driver, navigator and checker.
  • Stretch: add a second fruit type worth double points.
๐ŸŽ“ Certificate template

My First Python Game: Fruit Catch

Workshop: My First Python Game Ep 1: Fruit Catch

Ages 9 to 1360 minutesBeginnerKS2 and KS3 Computing

Learning objectives

  • Store and update a score in a variable.
  • Read x and y coordinates to place the catcher.
  • Explain what the game loop does, line by line.

You will need

  • One browser per pair. The code runs on the workshop page itself.
  • Mini whiteboards for the starter predictions.

Starter, 10 minutes

  1. Show three lines from the workshop: score equals zero, move, and draw. Pupils predict what each line changes.
  2. Agree definitions: variable, coordinate, loop.

Main, 35 minutes

  1. Work through the workshop steps in pairs. Checkpoint: fruit falls and the catcher moves.
  2. Checkpoint: the score goes up on every catch and misses do nothing.
  3. Fast finishers: raise the fall speed and note the new high score.

Plenary, 10 minutes, plus 5 spare

  1. Each pair demonstrates one change they made and what it did.
  2. Exit ticket: what does the game loop repeat, and why does the game need it?

Support and stretch

  • Support: pair a confident reader with each beginner, and read code aloud before running it.
  • Stretch: add a lives counter that ends the game at zero.
๐ŸŽ“ Certificate template

My First Browser Game: Snake

Workshop: My First Browser Game Ep 4: Snake

Ages 10 to 1460 to 90 minutesIntermediateKS3 Computing

Learning objectives

  • Store the snake body in an array and explain head versus tail.
  • Use a direction vector to move the snake each frame.
  • Detect wall and self collisions and end the game cleanly.

You will need

  • One browser per pair. Nothing to install and no accounts.
  • Printed arrow cards for the unplugged starter, or draw arrows on the board.

Starter, 10 minutes

  1. Unplugged: one pupil is the head and calls directions while a line of pupils follows. The line shows what the array holds.
  2. Agree definitions: array, vector, collision.

Main, 40 to 60 minutes

  1. Build movement and food. Checkpoint: the snake eats and grows.
  2. Add wall and self collision. Checkpoint: the game ends and restarts.
  3. Fast finishers: raise the speed each time food is eaten.

Plenary, 10 minutes

  1. Tournament: highest score on each table, then a class final.
  2. Exit ticket: draw the array after three moves right and one move down.

Support and stretch

  • Support: complete movement together as a class before pairs continue alone.
  • Stretch: add a high score that survives a restart.
๐ŸŽ“ Certificate template
For the classroom

Class Progress Tracker

Keep a simple class list on this device, tick off the three planned workshops per pupil, then export or print the report. Names never leave this browser, and there are no accounts to manage.

For the classroom

Curriculum Map: KS2 & KS3

How our workshops map to the UK Computing programme of study. Pick a lesson by key stage, engine and time, or print the grid and lift it into your scheme of work.

Browse all workshops

Lumo says: start with one workshop, then use this map to show how it fits your term.

WorkshopKey stageEngineAgesTimeProgramme of study link
Build a Game in 15 Minutes: Dot SmashKS2Phaser (JS)7-1115 minUse sequence and selection to accomplish a goal.
Do Not Drop It! Fruit Catch in ScratchKS2Scratch7-1060 minUse repetition and variables to control a program.
Jump & Run! Platformer in ScratchKS2Scratch8-1160 minUse selection and repetition; work with variables.
Know It All! Quiz in ScratchKS2Scratch8-1145 minUse selection (if / else) to branch on input.
Find the Exit! Maze in ScratchKS2Scratch8-1145 minDesign, test and debug a simple algorithm.
Your Story! Interactive Adventure in ScratchKS2Scratch8-1145 minCreate and combine content for an audience.
Fidget Spinner (TinkerCAD)KS2TinkerCAD7-945 minDesign and create a product for a purpose.
My First Python Game Ep 1: Fruit CatchKS2-3Python9-1360 minWrite a textual program with variables and coordinates.
My First Browser Game Ep 4: SnakeKS3JavaScript10-1460-90 minUse a data structure (array) and selection.
My First GameMaker Game Ep 1: PongKS3GameMaker (GML)11-1460 minUse events, variables and collision detection.
How To Godot 4: Build Your First PlatformerKS3Godot (GDScript)11-1490 minUse a textual language and modular scenes.
My First Unity Game Ep 1: PongKS3Unity (C#)12-1490 minUse components to model behaviour.
Build an Obby in Roblox StudioKS3Roblox (Lua)10-1460 minWrite scripts that respond to events; iterate.
Hello Minecraft! Your First Custom Item ModKS3Minecraft (Java)11-1490 minRepresent data and debug code; how code executes.

Workshop links are updated as the catalogue grows. Key stages follow the England Computing programme of study. Print this map or ask on the contact page for a version mapped to your awarding body.

For the classroom

Safeguarding & Privacy Sheet

A one-page summary for your IT lead or designated safeguarding lead. Print it and keep it on file.

Full Privacy Policy

Safeguarding & privacy at a glance

Lumo says: everything here is free to use in class, and nothing needs an account.

Accounts and sign-in
None. Pupils do not create an account, log in or enter a name to learn, make or play.
Personal data
None required. We do not ask for a name, email or age to use any workshop, game or tool.
Where work is saved
In the browser only (localStorage). Games, progress and settings stay on the device and are not copied to our servers. Pupils can export or download their work to keep it.
Advertising
The website shows no adverts. A few optional mobile apps show reward adverts served by Google AdMob. The website is completely ad-free.
Analytics
Google Analytics (GA4) loads only after the cookie banner is accepted, and consent is denied by default. Decline or ignore the banner and nothing is tracked. Withdraw anytime with the footer's Cookie settings link.
Forms
Only the newsletter, contact and feedback forms send what is typed, delivered by email through Formspree. The newsletter is meant for grown-ups (parents and teachers).
Children under 13
No personal data is required. Children should use the site with a parent, guardian or teacher.
Shared or exported work
Share links hold the work in the link itself, nothing is stored on a server. Exported files stay on the device.
External sites
Some workshops link out to Scratch, Roblox Studio and itch.io. These open in a new tab and are labelled.
Contact
Questions or data requests: hello@jvdesignstudio.co.uk

This sheet summarises our full Privacy Policy at jvdesignstudio.co.uk/privacy-policy (last updated October 2026).

For the classroom

Classroom Starter Pack

Five lessons that take a class from their first game to certificates in about four hours of teaching time. Everything runs in the browser with no install and no accounts. Print the pack for your desk, then send the matching class link to your pupils.

Five lessons from first click to certificates

About 4 hours totalAges 7 to 14No install
  1. Lesson 1, 15 minutes, taster. Build a Game in 15 Minutes: Dot Smash. Whole class on the whiteboard. Goal: every pupil sees a finished game fast.
  2. Lesson 2, 60 minutes, Scratch and loops. Do Not Drop It! Build a Fruit Catch Game in Scratch. Pairs build the bowl, the fruit and the score. Lesson plan.
  3. Lesson 3, 60 minutes, Python and variables. My First Python Game Ep 1: Fruit Catch. Same game idea, real typed code. Lesson plan.
  4. Lesson 4, 60 to 90 minutes, JavaScript and arrays. My First Browser Game Ep 4: Snake. The snake body is an array pupils can draw. Lesson plan.
  5. Lesson 5, 30 minutes, showcase. Free build in Click Frenzy! Build an Idle Clicker Game in Scratch, then certificates from the tracker below.

First day checklist

  • Open lesson 1 on the whiteboard before pupils arrive. One tab, full screen.
  • Seat pupils in pairs with one browser between two. No logins needed anywhere.
  • Bookmark the class link (below) on every machine so pupils land on the right lesson.
  • End lesson 5 with printed certificates while the work is fresh.
For the classroom

Send to Your Class

Tick the lessons you want, add your class name, and copy the link. Pupils open it on any school computer and get a clean list with nothing to log into. Ticks save on their own machine.

Getting Started

Classroom Setup in 4 Steps

No IT requests, no installs, no accounts. Students can start in seconds.

1

Open a workshop

Choose a workshop from jvdesignstudio.co.uk/workshop. Filter by engine, subject, or level. Each workshop has a clear goal and time estimate.

2

Students follow the steps

Each workshop guides students through numbered steps with quizzes and challenges along the way. No reading required for youngest learners , just tap and go.

3

Progress saves automatically

XP, streaks, and completion are saved in the browser. Students can pause and resume. No accounts needed , data stays on the device.

4

Print certificates

When a workshop is complete, students can print a certificate showing what they built. Great for displays, portfolios, or parent evenings.

Teacher Resources

Everything You Need

Links to all the resources mentioned above, plus extras.

Ready to Bring It to Your Classroom?

Everything is free, browser-based, and requires no setup. Start with one workshop and see how your students respond.