This is a studio‑notebook map through the Syllabus repo: 3–5 learning arcs that move from PRIMARY → SECONDARY → POST_SECONDARY. Each path is a studio ladder: build confidence, build fluency, build agency. Expect the tone to be half studio notebook, half teaching guide—because that’s how real learning actually sticks.
Each pathway below includes:
- Intended audience (grade bands pulled from course READMEs where available)
- Duration range (sessions/weeks from course READMEs where available)
- A recommended sequence across folders with one‑sentence “why” and prereqs
- Direct links to each course README
Who it’s for: Grades 3–5 → 7–9 → 11–12 (as listed in the course READMEs).
Duration range: 11 weeks × 90 min → 10 weeks (A/B blocks) → 14–16 weeks (semester).
Sequence (PRIMARY → SECONDARY → POST_SECONDARY):
- PRIMARY: 3D Printing Course (Grades 3–5)
Why: Gets students shipping fast, learning the full pipeline from imagination → model → print → iterate without getting lost in tool sprawl.
Prereqs: None listed (built for first‑time makers). - SECONDARY: Design for Printability & Function
Why: Tightens the craft—constraints, tolerances, and functional assemblies turn “cool shapes” into dependable objects.
Prereqs: 3D printing foundations (or equivalent). - POST_SECONDARY: Advanced Digital Fabrication Lab — Multi‑Material, Scanning & G‑code Hacks
Why: Graduates students into lab‑scale thinking: multi‑material workflows, scanning pipelines, and custom G‑code control.
Prereqs: Intermediate CAD & 3D printing.
Who it’s for: Grades 3–5 → middle/high school → post‑secondary studio (based on course READMEs).
Duration range: 12 weeks × 1 hour → 15 weeks × 1.5 hours → semester‑length studio (see course docs).
Sequence (PRIMARY → SECONDARY → POST_SECONDARY):
- PRIMARY: Scratch Game Design + Cutscenes Lab (Grades 3–5)
Why: Story logic + event‑driven thinking = the clean on‑ramp to robot brains.
Prereqs: None listed. - SECONDARY: Robotics → FPV
Why: Bridges from ground robots to flight systems, adding soldering, voltage control, and real‑world safety.
Prereqs: None listed (team‑based, scaffolded). - POST_SECONDARY: Swarm Aesthetics: Perceptual Drift Studio
Why: Pushes robotics into perception, behavior, and emergent systems—less “kit,” more research.
Prereqs: Not specified in README (treat as studio‑level with prior coding/robotics comfort).
Who it’s for: Grades 3–5 → high school → college studio.
Duration range: 12 weeks × 1 hour → 22 sessions × 60 min → 14‑week studio/seminar.
Sequence (PRIMARY → SECONDARY → POST_SECONDARY):
- PRIMARY: Scratch Game Design + Cutscenes Lab (Grades 3–5)
Why: Timing, mood, and sound cues in Scratch teach the rhythm of narrative—perfect primer before serious audio work.
Prereqs: None listed. - SECONDARY: Intro to Sound Design & Engineering
Why: Builds real audio fluency: recording, synthesis, editing, and mixing in a mobile‑friendly studio flow.
Prereqs: None listed. - POST_SECONDARY: DIY Instrument Lab
Why: Turns students into instrument designers—sound as material, circuit as sculpture, politics as part of the build.
Prereqs: Not specified in README (assumes readiness for studio critique and basic tool safety).
Who it’s for: Grades 3–5 → 6–9 → undergraduate studio.
Duration range: 12 weeks × 1 hour → 12 sessions × 90 min → semester‑length studio (see course docs).
Sequence (PRIMARY → SECONDARY → POST_SECONDARY):
- PRIMARY: Scratch Game Design + Cutscenes Lab (Grades 3–5)
Why: Cutscenes = visual storytelling; students learn sequence, framing, and intent before getting technical.
Prereqs: None listed. - SECONDARY: Digital Imaging Lab — Level 1
Why: Deep dive into pixels, composition, editing, and ethics—images as craft and cultural power.
Prereqs: None listed in README. - POST_SECONDARY: Imaging Otherwise
Why: Asks the big questions—who images serve, how pipelines encode bias, and how to build alternatives.
Prereqs: Not specified in README (assume studio‑seminar readiness).
- These are curated defaults, not rules. Swap in adjacent courses if your lab, staff, or calendar says so.
- If your students are advanced, jump levels—the repo is modular by design.
- Keep the studio ethic: show your process, document your mess, teach the why.