Project Roblox › Learn › Learning plan
The plan is small, real, weekly.
Every week, Khalil and Kareem make one small thing that becomes part of the lemonade game. They point at it, name what they learned, and we move on. No worksheets. No fake stickers. Just the next thing.
Three things every lesson is
1
Short.
A lesson is about five to eight minutes. If it's longer, it's broken.
2
Real.
Each lesson ends with something the twins can point at — a cup, a customer line, a weather day, a recipe.
3
Theirs.
The twins decide one thing each week. The team builds the rest, then shows them what changed.
The eight weeks, in plain words
Each week pairs one small build moment with one thing the twins learn the name of.
Week 1 · ready
A real place.
The first empty stand exists, even if it's quiet. We learn: real things start small.
Week 2 · ready
A real loop.
Lemons → cup → customer → coin → upgrade. We learn: a game is a loop you can name.
Week 3 · ready
A real prompt.
Ask the AI for one prop using a goal, details, and a rule. We learn: clear asks make better answers.
Week 4 · ready
A real moment.
Pick the upgrade that makes the screen pop. We learn: the screen reacts when you act.
Week 5 · later
Weather changes.
Sunny days bring more customers. Pick a reaction. We learn: systems change choices.
Week 6 · later
Feedback counts.
Tell the team what worked. We learn: feedback can move the game.
Week 7 · later
Show a friend.
Pick what to share. We learn: a clear thing is easier to share than a lot of things.
Week 8 · later
Pick what's next.
Keep, change, or try. We learn: good builders name the next try.
What the plan promises grown-ups
Real things only.
Every lesson ends in something visible — a prop, a vote, a line, a screenshot. No "great job" stickers without a change behind them.
Safe by default.
What the twins write goes into the project record. It is never typed back to an AI as instructions.
Hard parts get helped.
Setup, prompts, and tools are scaffolded for an eight-year-old reading age. The fun choice stays with the twins.
If it fails, it shows.
When a lesson misses, the game shows it — a vague prompt makes a weird prop, a high price slows the line. The system gives a next try, not a lecture.
For the educator and project team: the full build doc — eight weeks specified, fail-state taxonomy, prompt-safety rules, lint contract — lives at the link to the right. It's the source-of-truth for the curriculum agents.
Open the full build doc →