top of page
Geometric Blue Pattern

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 invention program for students aged 8–11 — run as a school CCA, in-school enrichment, or a holiday camp — taking them from a blank page to a fully pitched, branded product.

8–10

WEEKS

50

MIN / LESSON

8–11

AGE GROUP

Screenshot_4_edited.png

Professor Pip

The Lab's inventor-in-residence — enthusiastic, imaginative, always building something new

The only program that takes students from a blank page to a fully pitched, branded product  in front of a real audience across the program.

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.

B.U.I.L.D. Lab teaches it directly. Guided by Professor Pip, students go from a first chaotic brainstorm to a polished pitch  and 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 Lab. Rule #1: no idea gets rejected in this room — every invention starts somewhere.

1

Master Invention per team — built, branded and pitched across the whole program. Students own it start to finish.

Blank → Pitch

The same journey every real product takes, in a format built for ages 8–11.

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 from a blank page and a burst of creative play, turning a random spark into a real product that solves a real problem. No bad ideas, no wrong answers.

🎨

The Brand

Every great product needs a name, a look and a reason to care. Students design all three — learning why the story behind a product matters as much as the product itself.

📣

The Pitch

Students practise pitching until it feels natural — short, long, to a partner, to the room. By the end they can sell their invention to anyone, without notes or nerves.

🏪

Demo Day

The Kidz Cash Trade Show finale. Teams set up stalls, pitch to judges and classmates, and transact in Kidz Cash. Every team presents; the best pitch wins.

WHY IT MATTERS

Inventing isn't just a business skill. It's how confident people meet the world.

🛠️

Make Something Real

Students don't hear about creativity  they start from nothing and end with a product, a brand and a pitch that are unmistakably theirs.

🎭

A Guide Who Makes It Fun

Professor Pip turns the messy, scary blank page into the best part. Students come back each week to keep building.

🎤

Confidence That Lasts

Standing up at a real Demo Day and selling your own idea is a confidence that follows a child far beyond the Lab.

LEARNING OBJECTIVES

What the program sets out to teach.

01

Turn a blank page into a real, original idea.

02

Shape a problem worth solving into a product.

03

Build a brand from scratch — name, look and story.

04

Pitch an idea to any audience with confidence.

PROGRAM JOURNEY

A serialized build across up to 10 lessons  from blank page to pitch stage.

1

Invent

Students turn a blank page into a real product idea, then a first rough prototype — discovering that the best ideas come after the first messy attempt.

2

Brand & Sell

They give their invention a name, a look and a reason to care — then learn to pitch it so anyone instantly gets it.

3

Demo Day

It all builds to the Kidz Cash Trade Show, where teams pitch their invention to a real audience and the best pitch wins.

Each lesson adds a layer to the team's Master Invention — students come back every week to see it take shape.

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 no curriculum teaches but every entrepreneur needs.

Spot problems worth solving

Having moved from random invention to problem-led design, they understand the best products don't just exist — they fix something.

Build a brand from scratch

They can name, style and position a product — and explain why each choice was made. Brand thinking becomes second nature.

Pitch with confidence

After weeks of pitching practice and a real Demo Day, they can stand in front of any audience and sell an idea clearly, without notes.

Embrace iteration

They'll have rebuilt something at least once — and learned the second version is almost always better. Failure becomes a design tool.

Think like an entrepreneur

They'll meet problems by asking what could be built to solve them — not just what the right answer is. That shift is the program's most lasting outcome.

DURATION & SCHEDULE

Designed to fit seamlessly into your school's CCA calendar.

📅

8–10 weeks

WEEKS PER PROGRAM

40–60 min

WEEKS PER PROGRAM

📆

Flexible

weekly CCA, enrichment or camp

🗓

T1–T3

TERMS AVAILABLE

Runs as a weekly after-school CCA, an in-school enrichment block, or a condensed holiday camp. The core lessons plus Demo Day make the complete experience; longer runs add extra build-and-refine sessions. Sessions flex from 40–60 minutes to fit your timetable.

PRICING & BOOKING

Flexible pricing — tailored to how you'll run it.

Cost depends on your format, cohort size and term, so we keep it simple: tell us how you'd like to run it and we'll send a tailored quote. Whether you're a teacher, a CCA coordinator, or booking for a whole school, we'll find the right fit.

🧑‍🏫

Teachers

Want to run it with your class? Get in touch and we'll size it for your group.

🗂️

A CCA coordinator

Planning your enrichment or CCA line-up? We'll quote across your cohorts and terms.

🏫

A whole school

Rolling it out across year groups or sites? Ask about school and series pricing.

WHAT SCHOOLS ARE SAYING

Real results from real classrooms.

★★★★★.png

"I've never seen students so proud of something they made. By Demo Day they were pitching to parents without a single note."

CCA Coordinator

International School, Singapore · sample

★★★★★.png

"The 'no bad ideas' rule changed the room. Kids who never speak up were suddenly inventing out loud."

Year 5 Teacher

International School, Malaysia · sample

★★★★★.png

"My daughter came home and 'invented' three products for our kitchen. This program switched something on."

Parent

International School, Singapore · sample

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

Geometric Blue Pattern

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 a Kidz Economy program 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

bottom of page