
KIDZ ECONOMY ENTREPRENEURSHIP SERIES · COURSE 1 OF 3
B.U.I.L.D.
Lab
Brand · Understand · Invent · Launch · Design
Every great business started as someone's weird idea.
A hands-on after-school invention program where Years 4–6 students go from blank page to fully pitched product — building, branding and presenting something genuinely original across eight weeks.
8–10
WEEKS
Yr 4–6
AGE GROUP
50
MIN / LESSON
SGD 35
PER STUDENT / LESSON

Professor Pip
The Lab's inventor-in-residence — enthusiastic, imaginative, always building something new
The only after-school program that takes students from a blank page to a fully pitched, branded product — in front of a real audience — across eight weeks.
THE PROBLEM
Students are taught to find the right answer. Entrepreneurship requires them to invent one.
School trains students to solve problems that already have solutions. Entrepreneurship is the opposite — it starts with a problem nobody has solved yet, and asks: what could we build? That skill — imagining something that doesn't exist and making it real — is not taught in any curriculum. B.U.I.L.D. Lab teaches it directly, through eight weeks of inventing, prototyping, branding and pitching.
Professor Pip — the Lab's eccentric inventor-in-residence — guides students through the full product development journey. From the first chaotic brainstorm to the polished pitch at Demo Day, every lesson builds on the last. Students leave with something they made, a brand they designed, and the confidence to stand in front of an audience and sell it.
0
Bad ideas in the B.U.I.L.D. Lab. Rule #1 from Lesson 1: no idea gets rejected in this room. Every invention starts somewhere.
B.U.I.L.D. Lab is the entry point to the Kidz Economy Entrepreneurship Series. It doesn't require prior business knowledge — just curiosity, creativity and a willingness to try something that might not work the first time. The Lab is a safe space to fail fast, build again, and learn that the best ideas usually come after the first attempt.
1
Master Invention per team — built, branded, marketed and pitched across the full program. Students own it from start to Demo Day.
8
Weeks from blank page to pitch stage. The same journey every real product takes — compressed into a format that works for Year 4–6.
HOW IT WORKS
One invention. Eight weeks.
One Demo Day.
Students work in teams through the full product development cycle — from ideation to prototype to brand to pitch. Each lesson adds a new layer. The Master Invention evolves every week until it's ready to present at the Kidz Cash Trade Show.
💡
The Invention
Students start by building a Frankenstein Invention — combining random objects into something new. From there, they identify a real problem to solve and design a product around it. No bad ideas. No wrong answers.
🎨
The Brand
Every great product needs a name, a logo, and a reason to care. Students design all three — learning what makes a brand memorable and why the story behind a product matters as much as the product itself.
📣
The Pitch
Students practice pitching in every possible format — 30 seconds, 3 minutes, to a partner, to the room. By Demo Day, they can sell their invention to anyone without notes, nerves or hesitation.
🏪
Demo Day
The Kidz Cash Trade Show — the finale of the program. Students set up stalls, pitch their inventions to judges and classmates, and transact in Kidz Cash. The best pitch wins. Every team presents.
THE JOURNEY
From blank page to pitch stage — lesson by lesson.
Lessons 1–2: Ideation
The Frankenstein Invention and the Oops Fixer. Students discover problems worth solving and build their first prototype — messy, imperfect and genuinely theirs.
Lesson 3: Customer Thinking
The Alien Tourist. Students learn to describe their invention to someone who has never seen anything like it — the foundation of all good marketing.
Lessons 4–5: Brand Building
The Logo Lab and the Naming & Shaming Game. Students design a visual identity and a name that their customer will remember.
Lesson 6: Marketing
The Why Should I Care? Poster. Students learn to lead with the benefit, not the feature — the single most important marketing lesson there is.
Lesson 7: Pitching
Pitch Roulette. Students pitch in every format imaginable until the pitch feels natural. Timed, random, high-pressure and surprisingly fun.
Lessons 8–9: Demo Day
The Final Contraption and the Kidz Cash Trade Show. Students present their complete invention to an audience and transact in a live market.
LEARNING OUTCOMES
What your student walks away able to do.
Generate ideas on demand
Your student will know how to start from nothing and build toward something the core creative skill that no curriculum teaches but every entrepreneur needs.
Identify real problems worth solving
Having moved from random invention to problem-led design, your student understands that the best products don't just exist — they fix something.
Build a brand from scratch
Your student can name, logo and position a product — and explain why each choice was made. Brand thinking becomes second nature.
Pitch with confidence
After Pitch Roulette and Demo Day, your student can stand in front of any audience and sell an idea clearly, confidently and without notes.
Embrace iteration
Your student will have rebuilt something at least once — and understood that the second version is almost always better. Failure becomes a design tool.
Think like an entrepreneur
Your student will approach problems by asking what could be built to solve them — not just what the right answer is. That shift in thinking is the program's most lasting outcome.
DURATION & SCHEDULE
Designed to fit seamlessly into your school's CCA calendar.
📅
8–10
WEEKS PER PROGRAM
⏱
50
WEEKS PER PROGRAM
📆
1×
PER WEEK, AFTER SCHOOL
🗓
T1–T3
TERMS AVAILABLE
How the program length works. Every school receives the same 7 core lessons plus the Finale — that's the complete 8-week program. Schools with 9-week terms add Supplementary Lesson A (Passive Income Power) before the Finale. Schools with 10-week terms add both Supplementary A and B (The Market Recovery) before the Finale. Every program length delivers a complete financial education. Lessons can be adjusted between 40–60 minutes to fit your CCA slot.
PRICING
Simple, transparent pricing. Everything included.
PER STUDENT, PER LESSON
SGD 35
All materials included · No hidden costs
All physical resources (Kidz Cash, stock cards, real estate cards)
Demo Day setup and coordination
Experienced Kidz Economy instructor
Finale event coordination
Certificate of completion for every student
Minimum Cohort
Programs run with a minimum of 6 students. The classroom economy works best with 8–18 students per cohort — enough for a competitive market without losing the personal touch.
What's Included
Every SGD 35 covers one complete lesson including all physical materials, the facilitator, and program management. There are no additional material fees, setup costs, or hidden charges.
Example Cost
A school running L.I.F.E. Agency for 10 students over 8 weeks pays SGD 2,800 total — less than SGD 350 per student for a complete financial literacy program with curriculum, resources and delivery.
Part of a Series
B.U.I.L.D. Lab is Course 1 of the Kidz Economy Entrepreneurship Series. Schools that run both B.U.I.L.D. and P.I.T.C.H. receive priority booking and series pricing — contact us to discuss.
FREQUENTLY ASKED QUESTIONS
Everything you need to know before booking.
READY TO BRING B.U.I.L.D. LAB TO YOUR SCHOOL?
Give your students the one skill school doesn't teach — how to build something from nothing.
The ability to generate ideas, build on them, and pitch them confidently is the foundation of every entrepreneurial career. B.U.I.L.D. Lab gives students that foundation at exactly the right age.
We respond within 2 business days · Programs available Terms 1, 2 and 3

ANNUAL FLAGSHIP EVENT · SINGAPORE
The
Financial Games
Once a year, Kidz Economy partner schools come together for a two-day financial literacy competition. Students who have completed L.I.F.E. Agency compete across seven medal events — applying everything they've learned in a format that feels like a championship, not a classroom.
Every event awards individual medals to the top three teams. A running medal tally determines the overall school champion — who takes home the Financial Games Travelling Trophy.
SAT + SUN
WEEKS
3 HRS
PER DAY
7
MEDAL EVENTS
4
STUDENTS PER TEAM
🥇
5 pts
Gold
🥈
3 pts
Silver
🥉
1 pt
Bronze
SGD 100 / student
Partner school entry
