The pathway
Four phases. Tap a lesson to start. Children stay free. Progress saves on this phone.
Phase 1 — Foundation & Intuition · ages 5–10
Mental models, spatial awareness, curiosity. Patterns before screens. Value before spreadsheets.
Pattern Games
See the rule, continue the rule. First move of coding and maths.
Reading & Words
Sounds, sentences, reading to understand.
Makers & Mechanics
Fit, force, build–break–rebuild.
Stories & Voice
Story bones, short speech, read it twice.
Phase 2 — Translation & Systems · ages 11–15
Stop only consuming. Build and analyse systems: data, code, markets, experiments.
Data & Chance
Counts, samples, probability, a week of money data.
Instruct the Machine
Exact instructions, prompts, a tiny tool.
Mini Markets
Supply and demand, how a shop lives, capital.
Test It
Testable questions, fair methods, signal from noise.
Python Foundations
Names, loops, a tiny total script.
Our Fiji
Places, map, people, how the nation works.
Phase 3 — Synthesis & Execution · ages 16–18
Connect theory to a shipped artefact: app, argument, money system, or launch.
Build & Ship
Front, store, one agent, one approving human.
Money Architecture
Statements, allocation, a sense-check valuation.
Pitch & Persuade
Tight writing, a 60-second pitch, a walk-away number.
Capstone: Launch One Thing
One user, one pain, one ugly version, one Friday launch.
Full-Stack & Agents
Page, table, one agent, one tool.
Financial Statements
P&L is not cash. Drawings are not cost of goods.
Phase 4 — University & Venture · ages 19+
Specialise. Incubate an offer. Replace empty exams with artefacts others can inspect.
Venture Lab
An offer you can sell Monday. Lab walls. Structural problems.
Biological Engineering Literacy
Limits, safety, no wet-lab licence.
Applied Labs / Incubate
A buyer this month. Repeat is the metric.
Autonomous Research
Own the question. Ship an artefact. Go deep in one domain.