Learning paths

Learning paths that grow with your students

A learning path is a complete program: a sequence of courses ordered from easier to harder, so a class always knows what comes next. These three paths are available in English.

Most courses follow the same three-stage arc, and each path closes with a capstone project. Competition courses are organized around missions on a contest field instead.

Step 1

Explore

Short guided lessons introduce one idea at a time, with hands-on practice in every lesson.

Step 2

Design

Students combine what they learned to design something larger, test it and improve it.

Step 3

Invent

The course ends with a project students choose and build themselves, then share.

7 courses · 126 lessons

Scratch Creator

Creative coding with Scratch

Seven courses that take students from animated stories to games, digital art, quizzes, simulations and AI projects in Scratch, ending with a capstone project of their own.

Scratch cat next to a stack of Scratch code blocks
  1. 1

    Scratch Creator 1 - Animation & Storytelling

    Sprites that move and talk, conversations, scenes and backdrops — ending with an animated movie.

    18 lessons

  2. 2

    Scratch Creator 2 - Interactive Games

    Controls, mazes, click games, enemies and rewards — ending with a game students design themselves.

    18 lessons

  3. 3

    Scratch Creator 3 - Art & Music

    Colors, effects, patterns with clones, instruments and sounds — ending with a digital art project.

    18 lessons

  4. 4

    Scratch Creator 4 - Quizzes & Trivia

    Programs that ask questions and react to answers — ending with a quiz game of their own.

    18 lessons

  5. 5

    Scratch Creator 5 - Small Simulations

    Natural motion, flocks and swarms, systems with rules — ending with a simulation world.

    18 lessons

  6. 6

    Scratch Creator 6 - AI Programming

    Machines that talk, see and learn from examples — ending with an AI product and a discussion of fairness.

    18 lessons

  7. 7

    Scratch Creator 7 - Your Big Project

    A full capstone: big idea, working core, content, polish, testing with real people and launch.

    18 lessons

7 courses · 136 lessons

Robotics Engineer

Build, program and compete with robots

Six courses and a competition track. Students program robots that move, sense, solve missions and work in a smart factory, then design a robot for a real problem — practicing on virtual robots in the browser.

Illustration of a robotics competition with a robot on a line-tracking course
  1. 1

    Robotics Engineer 1 - Your First Robot

    Robot parts, driving, a lifting gripper arm and pick-and-carry missions — ending with a robot that helps at home.

    20 lessons

  2. 2

    Robotics Engineer 2 - The Senses of a Robot — Working with Sensors

    Ultrasonic, line and color sensors, maze solving and sumo — ending with a self-driving robot.

    20 lessons

  3. 3

    Robotics Engineer 3 - Programming for the Robocon Contest: Green City

    Build and set up the ORC K1 robot, complete four Green City missions, then compete in a full run.

    18 lessons

  4. 4

    Robotics Engineer 4 - Programming Robocon Contests with AI: Traffic City

    Teach an AI camera to read traffic lights, signs and pedestrians, then run a 180-second contest.

    18 lessons

  5. 5

    Robotics Engineer 5 - Smart Factory — Robotics in Industry

    A robot arm at the pickup station, orders and schedules, workshop safety and AI-camera quality checks.

    20 lessons

  6. 6

    Robotics Engineer 6 - Capstone Project — Robotics Engineer

    Find a real problem, design and test a robot to solve it, and present an engineer’s notebook.

    20 lessons

  7. 7

    Robotics Engineer - ORC Arena — from the virtual map to the real tournament

    Divisions, team registration, rules, the 2026–2027 challenge and contest strategy for the ORC robotics competition.

    20 lessons

5 courses · 90 lessons

AIoT Maker: Smart Home

3D design, IoT and AI around one smart home

Five courses built around a single project: students design a smart home in 3D, program its devices, connect it to an IoT dashboard, add AI recognition and voice commands, and finish with a complete home of their own.

Illustration of a connected smart home with lights, sensors and a phone app
  1. 1

    AIoT Maker 1 - 3D Design — The House Shell

    Model the house in 3D in the browser: base plate, walls, doors, roof, rooms, furniture and module mounts.

    18 lessons

  2. 2

    AIoT Maker 2 - Device Programming — The House That Moves

    Block coding for lights, buttons, sensors, a fan and a key-card door — ending with a smart room.

    18 lessons

  3. 3

    AIoT Maker 3 - IoT Dashboard — The Connected House

    Send readings to a server, build a dashboard, control devices from a phone and set smart alerts.

    18 lessons

  4. 4

    AIoT Maker 4 - AI Models and AI Camera — The House That Can Recognize

    Train a model to recognize family cards, add voice commands and send AI results to the dashboard.

    18 lessons

  5. 5

    AIoT Maker 5 - Capstone Project — The Complete Home

    Plan and finish a complete smart home with automation, IoT and AI, then test it and present it.

    18 lessons

Beyond these three paths

The full OpenSTEM library has more than 60 courses across coding, game design, robotics, AI & IoT, 3D design and science, currently in Vietnamese. Schools and centers can also build their own courses on the platform. Tell us what you would like to teach and we will show you what is available.