School Workshops


U Can Too’s dynamic STEM workshops for schools are creative, engaging and fun. We don’t just sit around computers - NO, we collaborate, explore, create, build and make!

U Can Too - Golf Robot Experience at Horsmonden Primary School

All of our workshops involve building, electronics and coding to achieve either physical or visual reactions. This means learners are meeting some of the key requirements of the National Curriculum for Computing at the same time! Throughout, our STEM specialist will be asking questions to engage each child and encourage them to learn with confidence.


We have workshops to suit a variety of  topics and interests while also meeting cross curricular learning outcomes. Others simply involve making something truly awesome out of recyclable items from around the home.


We provide all the tools and materials required for each workshop. This includes laptops, computer hardware, electronics, leads, battery packs and other materials that may be needed for the session. 

Occasionally, we may encourage your school to collect recyclable household items, such as cereal boxes, which the children can use in their make. This helps to build interest and excitement around the session, and engages parents too.


U Can Too - Digital Workshop at Invicta School for Girls

  The aim of U Can Too workshops is to teach young people how to confidently use computer technology in the real world and develop their skills in logical reasoning, while having fun and being creative. It is our hope that through U Can Too workshops, bright ideas will be born that could change our world forever!  

U Can Too - Golf Robot Experience at Horsmonden Primary School  


Click here to download a full list of U Can Too computer coding workshops for schools and events. These can be delivered as individual sessions or as a programme to enhance your schools computing provision.

U Can Too coding workshops are available to schools and educational events globally, they are fully adaptable to suit a topic or subject of your choice with cross-curricular learning outcomes. We can also develop workshops to support computing concepts that staff are finding particularly challenging.

While these are our standard computing workshops for schools, we welcome a challenge and would be delighted to create a new workshop to suit you and your pupils. Please send your requests directly to our workshop developer, Su Adams using our contact form.



Bring a Character to Life:  

Iron Man by Ted Hughes

KS2 : 2.5 hours

Bring to life the Iron Man character from the book by Ted Hughes.

Learners will use electronics components and a micro:bit to program a moving head and light up eyes in response to a sensed input.

Cup-Bot Workshop

KS2 : 2 hours

Combine electronics with computer programming to build a character from a cup and use a motor to bring it to life.

Longer workshops will allow for interaction such as a dog wagging its tail when its head is patted!

Protect the Treasure

Upper KS2, KS3 & KS4 : 1 Day

Gain an understanding of physical computing by programming LEDs, motors and a range of sensors.

Work in teams to apply the physical computing knowledge developed and compete for the best solution to ‘protect the treasure’.  Learners will present their solutions at the end of the workshop.

Drone Assault Course

KS3 & KS4 : 1 Day

First, learners will gain an understanding of physical computing by programming LEDs, motors and a range of sensors. Learners will use this knowledge, in teams, to build and program an assault course for a drone and compete against the other teams!

Learners will also participate in Drone Flight School to learn how to fly the drones, ready for the competition.


Circuit Game Maker

KS2 & KS3 : 1 Day

Learners will use electronics and programming skills to build an electronic game similar to Operation with a twist.

The complexity of the outcome will be suited to the year group.

Box-Bot: 2 Mechanisms

Upper KS2 & KS3 : 1/2 day to 1 Day

Learners will program electronic components to transform a cardboard box into a robotic head with a moving mouth and blinking eyes using lever and winch mechanisms.

Activated Art

KS1 & KS2 : 1/2 Day

KS3 & KS4 : 1 - 2 Days

Learners will begin by learning about an artist. They will then learn about physical computing and consider ways to use their new knowledge to create a piece of moving art inspired by the chosen artist.  

Crazy Golf Creations

Upper KS2, KS3 & KS4 : 1 - 2 Days

After learning how to use physical computing equipment, learners will work together to problem-solve and build a mini golf course that combines their knowledge of physical computing with DT by programming and building fun interactions to trigger throughout the course.


Flapping Bird

Upper KS2 : 1/2 Day

Learners will use electronics to build and program a robotic bird that flaps its wings when triggered by a sensor.

Robot Petting Zoo

Upper KS2, KS3 & KS4: 1/2 Day, 1 Day or 2 Days

Learners will discover how to build and program their own animals using various mechanisms powered by motors and find out how sensors can be used to trigger outputs.

If delivered as a 2-day workshop, additional mechanisms can be included along with a greater opportunity for creativity.

Animatronics Introduction

KS3 & KS4 : 1 Day

Learners will find out about animatronics by creating and programming a robot that uses multiple motors to generate life-like movements.

Interactive Comic Strip

Upper KS2 & KS3 : 2 Days

First, learners will gain an understanding of physical computing by programming LEDs, motors and sensors. They will then use this knowledge to build a moving scene that tells part of a bigger story when put in sequence with other makes.

This workshop combines well with topic learning


Sphero Track

KS2 : 1/2 Day to 1 Day

Learners will work together to problem-solve and build tracks for a Sphero robot, including the use of physical computing to program and build fun interactions to trigger throughout the course.

Music Maker

KS2, KS3 & KS4 : 1/2 Day to 1 Day

Learners will explore different ways to create music through the use of electronics or coding, building on this knowledge to recreate an instrument or piece of music, depending on their age and tools used.

Vehicle Imaginator

KS2 : 1/2 Day to 1 Day

Learners will use electronics to build and program their own robotic vehicle. During longer workshops learners will develop their own designs and incorporate sensors to enhance their vehicles.


KS2 & KS3 : 1/2 Day to 1 Day

KS3 & KS4 : 1 - 3 Days

Learners will learn how electronics can be programmed to make a fun wearable creation. Depending on the length of the session this can range from a small accessory to a full garment.





Thinking about encouraging your students to pursue an Arts Award? U Can Too is an approved Arts Award advisor, supporter and moderator for Bronze, Silver and Gold levels. 




This workshop is delivered in collaboration with a professional contemporary dance company, Pell Ensemble. Learners will use movement as a platform to introduce or embed an understanding of the fundamentals of programming, specifically sequencing, repetition, selection and procedures. They will use these principles to develop a 'prototype' performance which they will perform and test with their peers.


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