View our Privacy Notice.


Classroom projects bring learning to life with a big question and provide the opportunity to learn and develop essential skills. They are fully-resourced with 10 hours of learning and focus tightly on three essential skills.

Check out examples below.

Browse Primary Projects

Nursery (age 3-4) - Up to Step 0
Learners explore their learning environment and set up a treasure hunt.
Learners design and plant their own garden, culminating in a child-led tour of the space.
Learners explore different foods and set up their very own teddy bears’ picnic.
Reception (age 4-5) - Step 0
Learners think about what makes them special by re-creating themselves as superheroes.
Learners design, make and advertise their own baked goods in a pop-up bakery.
Learners design and make a fashion item. The project culminates in a fashion show.
Year 1 (age 5-6) - Steps 0-1
Learners set up and run a delivery service within their community.
Learners create an exhibition of art work and give tours to parents and other learners.
Learners create a fundraising event to support a charity of their own choice.
Year 2 (age 6-7) - Steps 1-2
Learners work to raise awareness of 'green' issues within their community.
Learners set up a small café or food stand to promote healthy eating
Learners think about the needs of others by creating a dream community space.
Year 3 (age 7-8) - Steps 2-3
Learners explore environmentalism by designing and pitching their own eco-toy.
Learners organise a food fair to launch their very own cookery book.
Learners develop a healthy living campaign to promote wellness in their community.
Year 4 (age 8-9) - Steps 3-4
Learners promote reading in their community by creating a reward scheme + reading area.
Learners create their own confectionery brand and pitch it to an audience.
Learners explore the world of graphic design before designing a new product.
Year 5 (age 9-10) - Steps 4-5
Learners research and present news articles, podcasts or broadcasts.
Learners deploy their numeracy skills to design a board game for younger learners
Learners explore different fitness classes and create their own to deliver in the community.
Year 6 (age 10-11) - Steps 5-6
Learners apply maths to design a new building; creating and sharing a 3D model.
Learners explore entrepreneurship and launch their own businesses that provide a service.
Learners explore legal professions and take on one of three criminal cases.