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Trelum

Where logic
grows, and
ideas glow.

A vine grows up a trellis through four stages — ages 5–7, 8–10, 11–13 and 14–15 — and ends in a glowing light.5–7Logic StarterPICTURE CARDS8–10CreatorBLOCK CODING11–13Data ExplorerSTRUCTURED CODE14–15App DesignerTEXT CODE

TWO WAYS TO GROW WITH TRELUM

Find the right path.

FOR SCHOOLS

Bring the whole
class into the story.

Teacher-led lessons, shared discoveries and hands-on activities. See how Trelum works in a classroom.

Explore Trelum for schools

FOR FAMILIES

Help their ideas
take shape.

A learning path that grows with your child, from first instructions to real applications. Find a starting point that fits.

Explore Trelum for families

What we believe

Children shouldn’t just use technology. They should understand it, build with it, and shape what comes next.

  1. 01

    Think clearly.

    Break problems down, predict, then check ideas against real results.

  2. 02

    Make ideas real.

    From stories and games to data tools, children design, build, test and improve.

  3. 03

    Judge wisely.

    Know where data comes from, question what AI says, and protect their privacy.

The curriculum

Four stages. One path from picture cards to real apps.

Each stage has four series of twelve lessons, and every series ends in a project children can show and explain. Ages are a guide: we place each child by experience and ability.

Choose a stage

Stage 1 of 4 · Ages 5–7

Logic Starter

By the end of this stage, your child breaks tasks into steps, predicts results, fixes a bug and explains it.

What they learn
Instructions & order; patterns, loops, events; sorting; device & privacy basics
How they work
Hands-on · picture cards & worksheets
Stage project
A treasure-hunt story built from instructions

Series plan

4 series × 3 units × 4 lessons = 48 lessons planned

  • 1Pip’s Winter-to-Spring

    Christmas Town · Lantern Festival · Spring Garden

    Festival portfolio: rule cards, program cards, a survey chart

  • 2Pip’s Adventure Map

    Forest Mail · Island Treasure Hunt · Snow Rescue

    A route a friend can follow, tested and fixed

  • 3Pip’s Machine House

    Toy Repair Shop · Music Machine · The Responsive House

    “When this signal, do that” program cards

  • 4Pip’s Friendly Digital Town

    Secret Post Office · Art Show · A Playground for Everyone

    Safe-sharing and credit cards for their work

Festival theme: Events and repeats start the party; a rule checks lanterns

Ask which series are running

Stage 2 of 4 · Ages 8–10

Creator

By the end of this stage, your child builds interactive work with rules and scoring, then improves it.

What they learn
Events, loops, conditions, variables; flowcharts; surveys & charts; first AI; passwords
How they work
Block-based coding
Stage project
A scored quiz game or interactive story

Series plan

4 series × 3 units × 4 lessons = 48 lessons planned

  • 1Game Design Studio

    Maze Courier · Ocean Clean-Up · My Challenge Game

    An original game with a score and a restart

  • 2Interactive Story Theatre

    The Changing Fairy Tale · Night at the Museum · The Missing Character

    A story driven by the player’s choices

  • 3Little City Inventors

    Smart Crossing · Greenhouse Keeper · Library Q&A Helper

    An interactive model of a city helper

  • 4Data & AI Discovery Club

    Class Interest Map · Sound Sorting Lab · Can Machines Be Wrong?

    A mini data report and a classifier test

Festival theme: Build a festival game with a score, a timer and game states

Ask which series are running

Stage 3 of 4 · Ages 11–13

Data Explorer

By the end of this stage, your child organises larger programs, handles real data, tests systematically.

What they learn
Pseudocode & logic; functions & lists; data cleaning; training ML models; security
How they work
Structured coding, moving toward text
Stage project
A class-survey analyser or simulation game

Series plan

4 series × 3 units × 4 lessons = 48 lessons planned

  • 1Everyday Tools Lab

    Vocabulary Trainer · Sign-up Organiser · Study Task Helper

    A multi-feature tool with a test log

  • 2City Data Bureau

    Campus Sound Map · Lunch Leftovers Survey · Exercise Habits Study

    A data study with evidence and stated limits

  • 3Simulation Lab

    Why Queues Grow · Virtual Eco-Island · Resource Scheduling

    A simple model and what it shows

  • 4Digital World Investigators

    A Message Across Town · The Distorted Picture · The Mistaken Sample

    A network demo and a security analysis

Festival theme: Analyse activity choices and simulate stall queues

Ask which series are running

Stage 4 of 4 · Ages 14–15

App Designer

By the end of this stage, your child builds a small app from user needs; explains design, tests and limits.

What they learn
Text code; search & sort; data structures & files; APIs; evaluating AI; secure design
How they work
Text programming & full projects
Stage project
A real app, e.g. a reading log or eco-data dashboard

Series plan

4 series × 3 units × 4 lessons = 48 lessons planned

  • 1Real App Studio

    Library Borrowing Tool · Club Activity Manager · Personal Reading Log

    A working app with code, tests and a guide

  • 2Data & AI Research Studio

    Weather & Daily Life · Community Environment Data · Is the Model Reliable?

    A checkable analysis or model evaluation

  • 3Algorithm Challenge Lab

    Lost-and-Found Search · Event Scheduling · Delivery Route Comparison

    Several methods built and compared

  • 4Connected Apps Lab

    Weather Board · Public Data Browser · Club Info Service

    A small app that uses outside data

Festival theme: Build a small event-management or information app

Ask which series are running
Lum, Trelum’s mascot, explaining

Learning with Lum

One learning loop, from age 5 to 15.

Lum is the “l” in trelum, stepped out of our logo: curious, happy to try and never afraid of a mistake. In every lesson, Lum works through the same four steps with children.

Meet Lum
  1. 01

    Think.

    Understand the problem, break it into parts, predict what will happen.

  2. 02

    Build.

    Turn the plan into something real: picture cards, blocks or code.

  3. 03

    Test.

    Check the idea against real results. Find the bug, fix it, check again.

  4. 04

    Explain.

    Say what it does, why it works, and where its limits are.

Growth you can see. Every skill moves through three levels, shown in projects, plans and explanations.

  1. Guided
  2. Independent
  3. Transfer

What children make

Real projects. Work that runs, and that they can explain.

One signature project per stage, shown as illustrative mock-ups of course projects.

  • Lantern checkpoint

    Name ______

    IFhandle★ star
    TestShouldBeforeAfter
    ★ pass★ pass★ pass ✓
    × stop★ pass× stop ✓
    Illustration

    Stage 1 · Ages 5–7

    Lantern Checkpoint Rule Card

    Printed picture cards become a rule; children test each lantern, find the bug and fix it.

    • Built “if it has a handle, add a star” from picture cards
    • Tested two lantern cards, one at a time
    • Found the bug, fixed it, re-checked both
    “Something’s off”“I know what’s wrong”
  • Ocean Clean-UpLevel 1
    Score 12◷ 0:45← → to steer
    Illustration

    Stage 2 · Ages 8–10

    Ocean Clean-Up

    A timed collecting game friends can pick up and play.

    • Steer the boat with arrow keys
    • Score points before time runs out
    • Fixed double scoring, added instructions
    “The boat moves!”“Clear rules, fun to play”
  • Class Vote Station

    What should our class do this term?

    ✓ 3 duplicates merged! 2 blanks
    Sport9
    Crafts6
    Science12

    Suggestion: Science

    Based on the 27 classmates who voted

    Illustration

    Stage 3 · Ages 11–13

    Class Vote Station

    Collects votes, cleans the data, and suggests with evidence.

    • Merges duplicates, flags blanks
    • Charts the votes and handles ties
    • States what the result covers
    “I think they’ll like it”“The data backs this”
  • Book Corner Keeper

    ⌕ Search

    • Dinosaur FindsIn
    • Star Watcher…Out
    • Amazing SeedsIn

    Lend a book

    × Can’t lend

    “Star Watcher’s Guide” is already out.

    ✓ Saved

    Records kept after closing

    Illustration

    Stage 4 · Ages 14–15

    Book Corner Keeper

    A borrowing app for the class library helpers.

    • Search, lend and return in one step
    • Blocks double loans and wrong IDs
    • Keeps records after closing
    “It runs on my laptop”“Anyone can use it”

One curriculum, two places to learn

Learned together in class. Made their own at home.

The teacher presents each lesson on the classroom screen, then releases a matching activity that children practise at home and make their own.

In class · Classroom EditionThe teacher projects. The whole class thinks together.
  • No student devices needed
  • Fullscreen & narration
At home · Home StudioThe same idea, practised and made their own.
After the lessonthe teacher opens the matching home activityAt homeit appears in each child’s Home Studio

Who builds Trelum

Designed by educators. Built with care for children.

Our curriculum team comes from MIT and Georgia Tech (USA), the University of Toronto (Canada) and Aston University (UK), designing with reference to the CSTA 2026 standards. At ages 5–7 we draw on the CS Unplugged approach: cards, stories and hands-on play.

  • MIT
  • Georgia Tech
  • University of Toronto
  • Aston University
  • CSTA 2026

Our promise to families

  • Private by default

    Work is shared with a teacher only when the child submits it.

  • No public galleries

    No public profiles, social feeds or messaging between children.

  • Minimal data

    Nicknames where possible. No child email or birthday required.

  • No ads, no tricks

    No advertising and nothing designed to keep children hooked.

Get started

See how your child thinks.

Book a trial class, or write to us at info@trelum.ai