
MachineLabs
Grades 2-6 • Machines + CodingBuild a machine that moves, then write the code that decides when and how it moves.
Active • Creative • STEAM Education
Launching soon: Spring Holidays
Monday 28 September to Friday 9 October
Hands-on STEAM programs where students build machines, code technology, fly drones, design in 3D, create with AI and turn ideas into real projects.
Real technology • Real projects • Real skills
Course Finder
Showing all 14 courses.

Build a machine that moves, then write the code that decides when and how it moves.

Wire a real circuit, read a sensor, code the response, then work out why it did not work the first time.

Put the drone together, find out why it flies, then take the controls.

Start with an idea. Finish with a brand that looks like it belongs to a real business.

Make the images and video for your idea, and learn when the AI got it wrong.

Work out who you are talking to, then make the ads that actually reach them.

Vibe code it, then learn enough to fix it yourself when the AI gets it wrong.

Design and build a playable game, then test it on a real player.

Stand up, speak up, and be listened to.

Stand up, speak up, and be listened to.
Construct a model, wire it up, code it, then find out what happens when you change one thing.
COMING SOON
Move from one circuit to a whole system that senses, decides and acts without being told.
COMING SOON
Stop flying it by hand. Write the mission and let the code fly it.
COMING SOON
Model it on screen, watch the printer build it layer by layer, then hold the thing you designed.
COMING SOON
The ACROBO Way
Every course runs the same six-stage loop. Students know exactly where they are in it.
Understand the technology.
Use your hands and ideas.
Make technology respond.
Experiment and troubleshoot.
Make it better.
Demonstrate what you created.
Made at ACROBO
Real projects from real centre sessions. Drop in your own photos of students building, coding and flying.
Why ACROBO
Students build, test and experiment in every centre session.
Coding, electronics, machines, drones, 3D printing and AI.
Learning leads to something tangible they can show.
Students troubleshoot their own work and improve it.
Technology becomes a tool for their ideas.
Confidence using technology that keeps changing.
For Parents
Children already live in a world shaped by technology. ACROBO helps them move beyond simply consuming it, toward understanding it, building with it and using it creatively.