Learning Journeys Early Years Planned Junior Open now Maker Open now Explorer Planned Creator Planned Researcher Planned
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  1. Early Years
  2. Junior, journey 2
  3. Maker, journey 3
  4. Explorer, journey 4
  5. Creator, journey 5
  6. Researcher, journey 6
Journey 1 of 6 · Early Years

Patterns first. The thinking that comes before AI.

Early Years is planned. It will build the habits computers rely on: noticing patterns, sorting by a rule, putting steps in order and seeing cause and effect. Children play and explain. They do not train AI models.

PlannedNo launch date yetNo AI training, by design
Who it is for
The youngest learners, playing with a grown-up nearby.
What learners will do
Sorting games, pattern strings, step-by-step stories and cause-and-effect toys.
What you need first
Nothing. A grown-up to play along.
Available now?
No. Early Years is planned, with no launch date yet.
Who it is for

For the youngest learners, before any model

Every later journey asks a learner to spot a pattern, choose a rule and check it. Early Years practises exactly that, without a model in sight.

What makes this stage different

There is nothing to train and nothing to set up. Early Years is about the ideas underneath AI: that a rule can be found from examples, that order matters, and that one thing can cause another.

Planned These are our aims for the journey. We will describe the finished activities here when they exist.

  1. Continues a pattern

    Says what comes next in a row of shapes, colours or sounds, and why.

  2. Sorts by a rule

    Puts things into groups by one rule, and says what the rule is.

  3. Puts steps in order

    Arranges the steps of a familiar task, like brushing teeth, in the right order.

  4. Predicts what happens

    Says what will happen when something changes: cause and effect.

Try the idea

A taste of the idea: sort, then let the computer try

This small example was made for this page to show the idea. It is not the Early Years product.

Sort four shapes into the two baskets by any rule you like: by colour, or by shape. Then let the computer look at what you did. It finds your rule from your examples alone, and sorts the rest.

Sort without a clear rule and it says it cannot tell. Sort so that two rules fit and it says that too. That is the heart of how machines learn from examples, in four moves.

Example for this page

Sort by your own rule

How it works

Four habits, in this order

The planned shape of every Early Years activity.

Planned

  1. Notice

    Look closely: what is the same, what is different?

  2. Sort

    Choose a rule and put things into groups by it.

  3. Order

    Put steps or pictures in the order they happen.

  4. Predict

    Say what will happen next, then check.

Signature project

Planned activity: the sorting basket

What children do
Sort pictures of everyday things into two baskets, then explain their rule out loud.
Where the computer comes in
Only to show the idea: it watches a few sorted examples and guesses the rule, like the example above.
What they understand
A rule can be found from examples, and too few examples can fit more than one rule.
How they check it
Try a new picture. Does the rule still work? If not, change the rule.

Planned An aim for the journey, not a finished activity.

What learners understand

Big ideas, in small words

  1. A pattern repeats

    If you can see what repeats, you can say what comes next.

  2. A rule makes groups

    One rule, used every time, puts things in the right basket.

  1. Order matters

    The same steps in a different order give a different result.

  2. Examples teach

    Show enough examples and someone, or something, can find your rule.

Test and improve

Check the rule, then change it

Testing starts early: does the next one fit? If not, the rule needs to change.

  1. Try one more

    Add a new shape or picture and see whether the rule still sorts it.

  2. Spot the odd one out

    When something does not fit, talk about why.

  3. Make the rule better

    Change the rule so it works for every example, then try again.

In the real world

Patterns children already know

Traffic lights

Red, then green, then amber: a sequence that keeps everyone safe.

Tidying up

Toys in one box, books on the shelf: sorting by a rule.

Songs and rhymes

Verses repeat, so children know what comes next.

Curriculum and progression

Where Early Years sits on the path

Early Years is the start. Junior is the next step: the first journey where a computer learns from examples the learner collects.

  1. Before

    The start

    Nothing comes before Early Years. It is where the path begins.

  2. This journey

    Early Years Planned

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  3. Next

    Junior Open now

    Teach a computer to see, hear and recognise a pose.

For educators and parents

For parents and teachers

What we are designing for, so you can tell us whether it fits.

Play with a grown-up
Activities meant to be done together, talking about the rule out loud.
Little screen time
Short activities, many of them away from the screen.
No AI training
Children do not train models. A computer appears only to show an idea.
Plain words
No technical terms a child cannot say back to you.

Planned These are design aims, not finished features. Tell us what you would need: contact us.

Availability and access

Planned, with no launch date yet

Leave your email and we will write once, when Early Years opens.

Planned

Get told when Early Years opens

You are on the list. We will email you when Early Years opens.

One email when it opens. We keep only your address and which journey you asked about.

Ready for something now?

Junior is open today. It is the first journey where a computer learns, and it needs no coding: a learner who can drag a block and hold a button can start, with a grown-up nearby.

See Junior

Questions

Questions about Early Years

When will Early Years open?
There is no launch date yet. Leave your email on this page and we will write once, when it opens.
Will young children train AI models?
No. Early Years builds the thinking that comes before AI: patterns, sorting, order and cause and effect. A computer appears only to show an idea.
What can my child do now?
Junior is open today and needs no coding. It is the first journey where a computer learns from examples, and works best with a grown-up nearby at first.
Is the sorting example on this page the product?
No. It was made for this page to show the idea of learning from examples. The Early Years activities are still being designed.

Begin with patterns. Grow into AI.

Early Years is planned. Junior, the next journey, is open now.