Business · Ages 11–15
A four-month online programme where your child builds a real project in a small group, from the first idea to the first sale.

Today's teenagers grow up with a phone in their hands, endless short videos and answers one search away. Their attention is fragmented, and school, for all its strengths, often teaches theory without showing how to use it. You probably see this every day, and you may feel it as a parent too.
Many children of this age struggle in similar ways. They do not yet feel the value of money, because it seems like an unlimited resource that simply appears. They do not see the point of studying when ready-made answers are everywhere. They fear mistakes, and a single failure is enough to make them give up and lose motivation.
Add to that a lack of practice with real life: negotiating, making decisions, handling small finances, speaking in front of others. Parents want to help, but often do not know how to give their child the right kind of experience. Choosing a direction and believing in your own strength is hard at any age, and harder at thirteen.
This programme was built to change that. It does not simply hand over knowledge. It puts your child into a real project in which they walk the path from an idea to a first sale themselves.
Skills that stay with them long after the programme ends.
Look at a situation, question assumptions and decide what is worth solving.
Weigh options, risks and costs instead of acting on impulse.
Turn a vague thought into a concrete plan and defend it with confidence.
Explain an idea clearly, persuade a listener and handle questions.
Calculate costs, prices and simple economics for their own project.
Treat mistakes as feedback and keep going toward a personal goal.
Shape something useful that other people might actually want to buy.
Offer their project to real people and learn from the response.
The programme works like a flight simulator for grown-up life. Instead of listening to lectures about business, your child takes on a project and plays every role that a young founder needs to play, one stage after another.
They begin as an explorer, who finds a problem worth solving and comes up with a solution. Then they become a researcher, who tests hypotheses and studies the market. Next they act as a business analyst, who counts the economics and shapes a simple model, and as a creator, who builds a product or service.
After that they learn to present and persuade, to collect feedback from real people, and finally to analyse the results and grow the project. Each role matches a real skill, and each one is practised on the child's own idea, which is why it feels interesting rather than like homework.
Throughout the programme there is also a friendly competition inside the group, with prizes and awards for achievements and results. It adds energy without turning learning into a race.

Learning happens in mini-groups of four to eight children. This size means every learner is seen, heard and supported individually, which is hard to achieve in a large class. A teacher leads the interactive sessions online in Zoom, and children work together, discuss ideas and give each other feedback.
The core programme lasts four months, with two to three sessions a week. Between sessions your child completes practical homework that moves their project forward, and receives feedback on it. Along the way the group meets experts who talk about real work and real decisions.
The main work is the project itself. Each child chooses their own idea and builds it step by step, so by the end they have something concrete to show, not just notes.
If your teenager would like extra help getting across the finish line, there is a PRO option. It adds one more month of individual support aimed at the exit to a first sale. The standard programme is the group course described here.
Seven stages, each built around one role your child plays in their own project.

Interactive group sessions in Zoom, two to three times per week.
Individual attention and support for every learner.
Tasks that move the child's own project forward at each stage.
Conversations about real work and real decisions.
Each learner builds and presents their own idea.
A friendly in-group competition rewarding achievements and results.
An additional month of individual support towards a first sale.
You can see what your child is working on and how to support them.
By the end of four months, your child will have walked the whole path from a vague idea to a presented, tested and offered project. That experience is rare at their age, and it is more convincing to them than any lecture.
They will understand what money is worth and how a simple offer is priced. They will be more comfortable presenting and talking to people they do not know. Perhaps most importantly, they will have learned that a failed attempt is useful information, not a reason to stop.
The goal is a teenager who thinks, creates and acts, and who feels ready for adult life with a bit more confidence and a clearer sense of what they are capable of.
Plan for two to three live sessions a week, plus time between sessions for practical homework on your child's own project.
No. The programme is built for beginners aged 11 to 15. Curiosity and willingness to take part are what matter.
Once your payment is confirmed, you receive confirmation and instructions on how to join the group and access the programme materials.
You can request a full refund within 14 days of purchase if the programme is not what you expected.
Lessons are interactive live sessions online in small groups, combined with homework, feedback and meetings with experts.
Yes. Your child's programme materials and homework stay available in your account after the programme ends.
Each group has four to eight children, so every learner gets individual attention and feedback.
It is an extra month of individual support aimed at helping your child reach a first sale of their project after the core four months.
Four months, a small group and a real project: a practical way to build skills that last.