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A young explorer and a companion robot discover a glowing portal to a new world.

STEM enrichment for primary schools

A ready-to-run STEM programme for your school.

Your teachers lead 12 connected lessons in robotics, coding, 3D design and virtual reality (VR). In every module, pupils build something, step inside a virtual world to test it and use what they discover to improve their project.

The learning programme

Four technologies. One connected story.

Every story brings the same four disciplines together. Pupils build a prototype, programme it, model it in 3D and explore it in virtual reality. Choose a module to see what they do in VR and what they take back to their project.

Build a machine that moves, senses and responds to the story world.

Choose a world to explore

Concept module library
Module type
A glowing stone portal opening onto a lost landscape
Concept module library

The Impossible Archive

The mission

A signal from a forgotten archive reaches the classroom. Teams build a retrieval rover, decode its beacon and design the key to a sealed collection. After unlocking the collection, another team visits the VR gallery. Pupils use the visitors’ route to decide which displays need a clearer layout.

What pupils create

A working rover, a digital key and a guided virtual exhibition.

A submersible exploring a luminous underwater world
Concept module library

Ocean Explorers

The mission

Equip a research crew to investigate an unfamiliar reef. Design a sampling tool, programme a safe route and record observations in a virtual field station. Teams mark fragile coral and feeding grounds in the virtual reef, then use their map to programme the physical model’s sampling route.

What pupils create

A model submersible and an interactive ocean research log.

A research settlement on the red surface of Mars
Concept module library

Mars Colony

The mission

Work within a limited supply budget to design a rover and a habitat. Test a delivery route and explain how the colony can adapt when a dust storm arrives. The crew inspects its 3D habitat from the inside. Pupils use that VR walkthrough to adjust the floor plan and retest the rover’s delivery route.

What pupils create

A digital habitat, a supply rover and a simulated colony tour.

A future city woven through trees and renewable infrastructure
Concept module library

Green City

The mission

Map a neighbourhood’s needs, prototype a sensor-controlled system and model a greener public space that residents can explore. Pupils test sightlines from the pavement in their VR neighbourhood, then change the crossing layout and the timing of their signal prototype.

What pupils create

A working sensor model and a virtual neighbourhood proposal.

Inside a lesson

What a lesson looks like in practice.

Follow one mission from the pupil’s first idea to the evidence a family can see. Select a lesson to explore all three perspectives.

The Impossible ArchiveConcept Preview

For the learner

The portal at the heart of the archive mission
Mission 10

Curate a gallery in VR

Enter the archive gallery in virtual reality. Place three recovered artefacts, then hand the tour to a classmate. Watch where they stop or lose their way and move one exhibit to help them.

Choose an approach

Construct a physical prototype, test its behaviour and revise one design decision.

For the teacher

Ready-to-teach support

Learning objective

Use a visitor’s route through a VR scene to test scale, spacing and the order of an exhibition.

Preparation checklist
  • Read the teaching script and example solution.
  • Test the equipment and open the activity.
  • Choose a support prompt and an extension challenge.
  • For the VR session, open the sample gallery and check the viewing setup agreed for your school.

For the parent

A window into the lesson

Portfolio evidence

Two views of the VR gallery showing one change made after a classmate’s walkthrough.

Ask at home

Where did your visitor get stuck, and what did you move to help them?

The school platform

One platform for your whole programme.

Directors, teachers, learners and families each see the part of the programme they need. Explore a role to see how a school moves from planning to progress.

Concept Preview · Demonstration data

Director Dashboard

Oversee the programme in one place.

School overview
12Groups
144Licences
8Teachers
Module progress68%
68%
Archive Explorers
Wed · 15:30
Ocean Lab
Thu · 15:00

Teacher Dashboard

Prepare and teach with a clear plan.

Today’s lessons
2Groups
6Resources
3Missions
Preparation checklist75%
75%
Teaching plan
Mission 04
Equipment list
Ready

Learner Portal

Follow a mission and build a portfolio.

My mission journey
A portal in the learner’s current mission world
3Badges
4Artefacts
1Worlds
Journey progress33%
33%

Family Account

See the learning behind each project.

Family progress
2Learners
4Projects
3Updates
Module progress33%
33%
Latest mission
Gate mechanism
Skill practised
Testing a design
Concept Preview · Demonstration data

Director Dashboard

12Groups
144Licences
8Teachers
Module progress68%
68%
Archive Explorers
Wed · 15:30
Ocean Lab
Thu · 15:00
Studio capacity
4 places open
Concept Preview · Demonstration data

Teacher Dashboard

2Groups
6Resources
3Missions
Preparation checklist75%
75%
Teaching plan
Mission 04
Equipment list
Ready
Extension task
Sensor challenge
Concept Preview · Demonstration data

Learner Portal

3Badges
4Artefacts
1Worlds
Journey progress33%
33%
Current world
Impossible Archive
Latest mission
Activate the gate
Next challenge
Read the beacon
Concept Preview · Demonstration data

Family Account

2Learners
4Projects
3Updates
Module progress33%
33%
Latest mission
Gate mechanism
Skill practised
Testing a design
Evidence
Prototype note

The school business model

A programme that makes business sense.

Launch with a single group. Your teachers run the sessions, your school sets the family fee, and each new module gives learners a reason to return.

Your school

Choose the timetable, teaching team and fee.

Skill IT Global

Provides the curriculum, platform and learner licences.

Families

Enrol in the enrichment programme your school offers.

Estimate your school’s opportunity

Explore the figures for one group completing one module. Replace the example assumptions with your own.

USD
USD
USD
USD
%

Your module estimate

USD
Gross family revenue
US$4,320
Learner licences
-US$600
Teaching and materials
-US$1,200
Admin and payment costs
-US$216
Estimated contribution
US$2,304

Indicative contribution before overheads and tax. Licence costs are your own planning assumption. Ask us for a partner quote.

Discuss partner pricing

School operations · Concept preview

Built for the way schools work.

A term rarely runs exactly as planned. Explore how the proposed platform helps your team handle the everyday exceptions.

A learner misses a mission

Record attendance separately from learning progress and identify the activity a learner needs to catch up.

A teacher needs cover

Give a substitute the plan, equipment list and teaching notes for one specific lesson.

Siblings take different modules

Bring each child’s missions, achievements and portfolio into one family view.

A new teacher joins

Use a shared preparation checklist and walk through the first practical task before class.

A learner starts a new module

Carry projects and milestones forward so growth is visible across the year.

A family asks about progress

Show what their child made, which skill they practised and how it supports the next mission.

Answers for school leaders

What equipment do we need?

Each module has its own list of devices, robotics components and classroom materials. We can review your existing kit on the demo and identify anything else the first group would need. We’ll also confirm the VR setup for your chosen module and review it against the devices your school already has.

How much preparation will teachers need?

Teachers can review the learning objectives, equipment checklist, teaching script and example solution for each lesson. Use the discovery call to discuss training for your team and the time available for preparation.

How do learner licences work?

Your school purchases licences for the selected module and sets the fee for families. Partner pricing, activation and any minimum order are confirmed directly for your school.

How does it fit our timetable?

Plan the module around your term dates and enrichment slots. Allow time for practical setup, shared devices and catch-up sessions when agreeing your launch plan.

How do we choose a group size?

Use the learners’ ages, available devices, room layout and teaching support to plan your first group. We can work through a hands-on lesson with those constraints during the demo.

What happens after a missed class?

Use the lesson objectives to plan a catch-up. The proposed school dashboard distinguishes absence from incomplete learning so a learner can continue the story.

What will parents see?

The family concept shows completed missions, project examples, achievements and a module summary. The demo lets you inspect an example from a parent’s perspective.

What partnership support is available?

The partnership conversation covers module selection, launch planning, teacher preparation and the support available for your proposed start date.

School partnerships

Bring a new kind of STEM learning to your school.

See one mission from the classroom to the family report, then plan what your first group could look like.

The portal at the centre of The Impossible Archive learning adventure

Inside your school demo

  • A themed module and its lesson sequence
  • A hands-on mission and teacher resources
  • The director, learner and family views
  • A scenario using your own school numbers
  • Follow a VR mission from the pupil’s first walkthrough to the design change their teacher can assess.

Book a School Demo

Tell us about your school so we can tailor the conversation.

Add school details (optional)

We use these details to respond to your enquiry. Please include school or staff information only.

Your path to launch

  1. Discovery call

    Discuss your learners and goals.

  2. Programme setup

    Choose a module and group.

  3. Teacher preparation

    Try the first lesson with your team.

  4. Student launch

    Open the first mission together.