These teaching guidelines reflect evidence-based best practice in teen STEM education and are built around two core pillars:
active learning over passive instruction, and
frequent checks for understanding through low-stakes questioning and responsive teaching practices that improve student achievement and motivation.
They are shared with every TechSpark Academy instructor before each new session and apply across all TechSpark Academy courses:
Future Ready AI
Cybersecurity
Code in Python
Web Design
Animation & Game Design
Robotics
TechSpark Academy is adapting the “co-teaching methodology“ pioneered in California and adopted by Innosuisse in Switzerland for all of its start-up training
The co-teaching methodology calls for instructors to have a conversation with each other in front of the class, sharing slide presentations, emphasizing or summarizing key points, and asking each-other and the class questions that reinforce and support the learning, and engage students.
Day 1: ask students for their expectations and note them (flip chart or screen).
If they’re unsure, that’s fine.
Revisit during the session and on the last day after the survey to check if expectations were met.
For coding courses: run a computational evaluation on Day 1 and repeat it on the last day to measure progress.
You do not need to spend too much time on theory. The course is focused on the practical elements.
However, always, always, always define terms before using them.
Tell them WHAT you are going to do before you do it.
Tell them WHY you are doing it, and WHY it is important.
When someone asks a good question, stop the class for a few minutes, repeat the question, and see if someone wants to explain it – very important. Then explain the concept of the question and answer it.
Validate student understanding; if not yet clear, explain it in another way, use schematics/imagery and examples as may be needed. NB: this is a good way to share learning.
Do not move through material too quickly. If you do not finish the full module, that is absolutely fine — this is very important.
Remember: less can be more.
There is no requirement to reach a specific endpoint or strict deadline; there is no formal test or evaluation at the end of the course (only a general feedback survey).
Students should leave with something tangible — for example, a simple working project or game — even if limited in scope, rather than feeling confused or overwhelmed.
Encourage stronger students to support others if they wish, but do not pressure them to do so.
Use extension tasks and individual exercises to provide additional challenges for students working at a faster pace.
Encourage advanced students to experiment, personalise their projects, or explore concepts beyond the core lesson objectives.
Take appropriate breaks and encourage students to go outside, get fresh air, kick a ball or go for a walk (not too far!!).
TechSpark classrooms should be arranged to encourage collaboration, discussion, and instructor interaction. Preferred layouts are:
Small group “islands” of 2–4 students
U-shaped desk layouts where possible
Traditional classroom rows should be avoided (unless there is no practical alternative).
If you arrive and the room is not set up correctly, please rearrange the desks before students arrive. Classroom setup is part of creating a positive, engaging, and collaborative learning environment. Be sure to arrive 30 min before start on day 1 so that you can ensure your class is properly set up.
Instructors are asked to complete a short assessment designed to reinforce and validate their understanding of the teaching guidelines.
The assessment is intended to help you feel confident and well prepared before teaching. If your score is below 90%, you are encouraged to revisit the guidelines and retake the assessment until you feel fully comfortable with the material.
Teaching Guidelines Recap - Podcast
To avoid mischief - it is important to clearly communicate ‘Class Rules’(see below), expectations and consequences at the beginning of the FIRST session. If necessary repeat the rules.
Take a short break if you notice attention fading.
Time Out – if a child is misbehaving & distract others - ask them to sit away from the rest of the class and away from their computer/device for 5 minutes.
If you experience persistent bad behaviour from a child, please address this with your camp/region manager BEFORE speaking to the parent(s). See 'Parent Management' below for more guidance.
Check with your camp/region manager about food policy at specific schools or camp locations. (Some schools have strict 'No Food in Classroom' policy.
We are here to learn and have fun! Please respect your classmates and follow the class rules.
No running! No shouting! No fighting!
Raise your hand if you need help or have a question
During class time - No YouTube! No Minecraft! No Roblox! No Gaming!
No food or drinks during lessons time.
Here are some of the most common FAQs and scenarios:
Q: My child is shy/nervous, can I stay in the classroom and watch the lesson for the morning/30 mins? (or a variation of any requests to stay in the classroom)
A: As a general rule, we do not allow parents to stay during class as it can make other students and other parents uncomfortable. If the parents insists, please advise them that they can remain in the waiting area or spare classroom for 30mins. Remind them that we will have an Open Door afternoon on the last day of camp/class.
If there are any other reasons for their request, such as to administer medication - please address this with the camp manager.
Q: Can my child's younger sibling stay for the morning to see if they like it?
A: Generally NO, especially not on the first day. Space permitting this may be possible to accommodate a trial morning in some cases on Day 2 or 3. Ask the parent to check with the camp manager on site or by email.
Q: Can you give my child homework?
A: We do not assign homework but students have access to various educational tools we are using during camp and are welcome to work on their projects at home if they wish to do so.
Q: Can you do some Roblox, Minecraft, Java, C++ with my child during camp/class?
A: Although we do have some flexibility on the projects we work on during camp/class - our curriculum is limited to the course which the parent booked eg. Python, Scratch, JavaScript. If the child is looking for some assistance on a topic outside of the scope of TechSpark curriculum, please direct them to our Online programmes.
Q: What should my child do after the camp? How can they continue?
A: This is a common question after camps! We encourage students to continue their coding journey and have an extensive Online offering for students to continue learning with us after camps. Parents can select between group classes, 1-on-1 tutoring or mentoring for topics outside of our normal curriculum.
Q: How is my child doing? Are they keeping up with the other kids? Are they paying attention?
A: We try to give only positive feedback to the parents. No parent really wants to hear that their child is a pain. Even if the child's performance is somewhat lacking, please try to find some positive aspects to share with the parents.
For example: "Bobby has zero attention span and is always messing around." can be rephrased as "Bobby is working on staying focused on his project but he is great at collaborating with other students."
Addressing behavioural issues or negative feedback with parents - if you need to address some behavioural issues please be sure to:
Always do this privately - NEVER in front of other parents or students.
Always try to have camp manager or another instructor present for the discussion.
Otherwise it can wait!
Please keep the below quality guidelines in mind when teaching for TechSpark Academy. These guidelines are to be reviewed by each TechSpark Academy instructor before each new teaching assignment.
✔ In the first lesson ask student(s) what their course expectations are and write them on sharable slide.
✔ If they have no idea, that's OK too…(but the probably will)
✔ Revisit, review and update objectives regularly
✔ You do not need to spend much time on theory. The courses are focused on practical learning. Encourage students to attempt tasks and projects before asking for help
✔ However, always, always, always define terms before using them
Make your logic overt (i.e. known to your audience)
✔ Tell then WHAT you are going to do before you do it
✔ Tell them WHY you are doing it, and WHY it is important
✔ When someone asks a good question, stop the class for a few minutes, repeat the question, and see if someone wants to explain it – very important
✔ Then explain the concept of the question and answer it
✔ Validate student understanding; if not yet clear, explain it in another way, use schematics/imagery and examples as may be needed
✔ NB: this is a good way to share learning
✔ Do not try to go forward too fast. If you cannot finish the module no problem. Very important!
✔ Remember, “less can be more”
✔ You do not have to meet a specific “deadline or destination; there is no test or formal evaluation at the end (only a survey to get general feedback)
✔ You want your audience to take away something tangible (i.e. a project with a simple game for ex.) even if very limited…not confusion!
✔ Allow better students to help others (if they wish, no need to push them to do so)