
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

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.
"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
"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
"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

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
