Program Brochure

Tinkercad 3D Maker

A first 3D design program for young makers. Children build donuts, rockets, monsters and name keychains out of simple shapes in Tinkercad — and take home a real 3D file at the end of every single lesson.

Ages 6-10
24 Lessons Total
3 Progressive Levels
Something Finished Every Lesson

Program Overview

Tinkercad 3D Maker is where a young child's first real design skill begins. Everything in Tinkercad is built the same way — you drag a shape in, and you either add it or you subtract it. That one idea is small enough for a six-year-old to hold in their head, and big enough that professional engineers use the same logic every day. Children spend the program discovering just how much you can make out of it.

Nothing here is a worksheet. Every lesson ends with a finished object the child names, spins around, and shows you — a donut, a wobbly monster, a rocket, their own name in 3D letters. Tinkercad runs in a normal web browser, so there is nothing to install and no expensive machine required.

  • Learning Model: Drop a shape → Change it → Add or subtract → Group it → Name it and show it.
  • Class Format: 60-minute live sessions, built around one buildable idea at a time with lots of demonstration.
  • Parent Visibility: Every lesson produces a picture and a shareable link. You can spin your child's model on your own phone.
  • Progress Measure: Can they build the object, explain how they made it, and change it when they want something different?
  • Reading Load: Deliberately low. Instructions are demonstrated and spoken, so early readers are never held back.
LV1
Shape Explorer
8 weeks
LV2
Shape Builder
8 weeks
LV3
Shape Creator
8 weeks

🚀Shape Explorer (TINK-LV1)

01

Welcome to the Workplane

Children meet the 3D world and learn the one thing that makes it different from drawing: you can walk around it. They spin the camera, look underneath their own creation, and drag their first blocks onto the workplane. By the end they have a snowman standing up on screen that they can view from every side.

They make: a snowman
02

Big, Small, Spin

Every shape has handles: white ones to stretch it, black ones to lift it, and a curved arrow to spin it. Children practise squashing a cube into a pancake and stretching a ball into an egg, then stack the silliest, wobbliest tower they can manage without it toppling over.

They make: the silliest tower in class
03

The Magic Hole

The most important lesson in the program. Children discover that any shape can be flipped from solid to hole — and that a hole eats its way through whatever it touches. They punch a hole through a fat cylinder and watch a donut appear. This single idea powers everything they build for the rest of the program.

They make: a donut
04

Stick It Together

Children learn Group — the button that glues a pile of separate shapes into one solid object — and Ungroup for when they change their mind. They assemble a rocket from a cone, a tube and three fins, then group it so it moves as one piece and can never be knocked apart.

They make: a rocket
05

Your Name in 3D

Children use the Text shape to pull their own name out of the workplane as chunky 3D letters, sit it on a plate, and punch a hole for a keyring. This is usually the first lesson where a parent says "wait, we could actually print that" — and yes, the file is theirs to keep.

They make: a name keychain
06

Copycat: Duplicate and Mirror

Why build the second arm when the computer can build it for you? Children learn Duplicate and Mirror, and use them to make things that match on both sides. They build a butterfly whose wings are perfect reflections, and discover symmetry by using it rather than by being told about it.

They make: a symmetrical butterfly
07

Build-a-Monster

A free build with one rule: the monster needs at least one hole, one grouped part, and a name. Children plan their creature out loud, then build it using everything from the level so far. The constraint is loose enough to feel like play and tight enough to prove the skills have landed.

They make: their own monster, named
08

Show and Tell

Children take a snapshot of their monster, spin it for the class, and explain in their own words which shapes they started from and where they put the holes. Being able to describe how you built something is the point — it is the difference between clicking around and designing.

They make: a presentation of their own work

🛠️Shape Builder (TINK-LV2)

01

Colour It In

Children learn that colour is a property they control, not decoration that happens by accident. They give each part of a build its own colour, discover that grouping shapes makes them share a colour, and find the trick for keeping colours after grouping. Their old monster gets a full repaint.

They make: a repainted monster
02

Snap It Straight

The Align tool lines shapes up perfectly — centred, edge to edge, stacked. Children compare a wonky hand-placed build with an aligned one and see immediately why it matters. They build a traffic light with three lamps that are actually in a straight line.

They make: a traffic light
03

Cookie Cutter Factory

A real, useful, printable object. Children design a cookie cutter by making an outer shape and subtracting a slightly smaller copy of it, learning that a wall needs thickness to exist at all. Stars, hearts, dinosaurs and initials all appear.

They make: a printable cookie cutter
04

Build My Pet

Children look at a real animal and work out which simple shapes hide inside it — a body is a stretched ball, legs are tubes, ears are cones. Breaking something complicated into shapes you already know is the core skill of design, and here they practise it on something they care about.

They make: their pet, or a pet they wish they had
05

Castle on the Hill

The first build big enough to need organising. Children work out a plan before they start, build the towers once and duplicate them, and use holes to cut windows and a doorway. They learn to zoom out and check the whole thing rather than fussing over one corner.

They make: a castle with windows and a door
06

Treasure Chest with a Lid

Two separate pieces that have to fit together. Children build a box and a lid that sits on it properly, discovering that a lid the exact same size will not fit and needs a little room to spare. This is a young child's first taste of real engineering thinking, and it lands because the lid visibly does or does not work.

They make: a two-part treasure chest
07

Build Week

Children choose their own project and build it with the instructor on hand for coaching rather than instruction. They say what they are making before they start, and are helped to keep it small enough to actually finish — a skill that matters more than any tool.

They make: a project of their own choosing
08

Showcase

Children present their build week project and answer two questions: what was the hardest part, and what would you change next time? They also learn to export their design as a 3D file, so families with access to a printer can bring one home.

They make: an exported 3D file

🏆Shape Creator (TINK-LV3)

01

Scribble It

Up to now every shape came from a menu. With the Scribble tool children draw a squiggle with the mouse and Tinkercad turns it into a solid 3D object. They draw their own initial, a lightning bolt, or a shape nobody has a name for — and it becomes real.

They make: a shape they drew themselves
02

Shape Generators

Children explore Tinkercad's generators — shapes with sliders that change them live, like gears with adjustable teeth and stars with adjustable points. Moving a slider and watching the object rebuild itself is their first encounter with the idea that a design can have settings.

They make: a gear they tuned themselves
03

Codeblocks: Shapes from Code

Children switch to Tinkercad Codeblocks, where you build models by dragging coloured instruction blocks instead of dragging shapes. They write a short sequence — add a box, move it, add a ball — press Play, and watch their model assemble itself step by step. Same skills, new superpower.

They make: a model built by their own instructions
04

Codeblocks: Repeat!

The Repeat block does the same thing over and over, so five lines become one. Children build a staircase, a tower and a row of fence posts from a single repeated instruction, and immediately feel why programmers care about loops: it is far less boring than doing it by hand.

They make: a staircase built by a loop
05

Make It Light Up

A taste of Tinkercad Circuits. Children wire a battery to an LED on screen, press Start, and see it glow — then work out why it stops glowing when they disconnect a wire. It is a first look at electronics and a natural bridge into the programming and robotics programs later on.

They make: a working circuit that lights up
06

Dream Build: Plan It

Children decide what their final project will be and sketch it on paper before touching the computer. They list the shapes they will need and where the holes go, and are coached to pick something ambitious enough to be exciting but small enough to finish in two lessons.

They make: a plan and a shape list
07

Dream Build: Make It

Build day. Children work through their own plan, using every technique from the program — grouping, holes, mirroring, alignment, generators and code if it helps. The instructor coaches rather than directs, and children practise finishing what they started rather than restarting something new.

They make: their capstone project
08

The Big Showcase

Children present their finished project to classmates and invited families. They spin the model, explain how they built it, name the trickiest part, and take questions. Twenty-four weeks earlier they had never opened a 3D program; now they are explaining their own design decisions out loud.

They make: a portfolio piece and a presentation

🧰Tools Students Use

🧊 Tinkercad 3D Design: Free, browser-based, made by Autodesk
🕳️ Solid & Hole: Adding and subtracting shapes — the core idea
🔗 Group, Align & Mirror: Turning many shapes into one clean object
🔤 Text & Scribble: Names in 3D and hand-drawn custom shapes
⚙️ Shape Generators: Adjustable gears, stars and springs with live sliders
🧩 Codeblocks: Building 3D models by dragging code blocks
💡 Tinkercad Circuits: A first LED circuit, simulated safely on screen
📦 STL Export: Real 3D files families can print or keep

🎯What Students Actually Build

A Donut, and the Idea Behind It

The lesson where a hole punches through a cylinder is the moment 3D design clicks. Children never forget it, and they use it in every build afterwards.

Their Own Name in 3D

Chunky 3D letters on a plate with a keyring hole — the first design most families ask to print.

Monsters, Pets and Rockets

Creature builds where children work out which simple shapes hide inside something complicated, then assemble it.

A Real Cookie Cutter

A genuinely useful object designed from scratch, and a first lesson in why walls need thickness.

A Chest and a Lid That Fits

Two separate parts that have to work together — a young child's first real engineering problem, with visible success or failure.

A Model Built by Code

In Codeblocks, a staircase or tower assembled by a repeated instruction the child wrote themselves.

👨‍👩‍👧‍👦Why Parents Choose This Program

Most first technology courses for this age group are either passive video-watching or games dressed up as learning. This one asks a six-year-old to make something that did not exist before, and hands them the file at the end. The progress is visible without a parent needing to understand any of the software.

Genuinely Suitable for Age 6

Tinkercad's whole model is drag, drop, add, subtract. There is no typing, no syntax and very little reading, so an early reader is never held back by the interface.

Something Finished Every Lesson

Children leave each session with a named, spinnable object. Nothing is left half-done between weeks, which matters enormously for holding a young child's motivation.

Spatial Thinking, Early

Rotating objects mentally, breaking complex forms into simple ones, and reasoning about what fits inside what are the same skills that underpin later mathematics and engineering.

Nothing to Buy or Install

Tinkercad is free and runs in a browser on a modest laptop. A 3D printer is a lovely bonus, never a requirement — designs can simply be kept and shared.

A Real Autodesk Tool

Tinkercad is made by Autodesk, the company behind the professional CAD software used in architecture and engineering. It is a genuine first rung, not a toy that has to be unlearned.

It Leads Somewhere

Graduates move naturally into 3D Designer with Blender, or into Scratch and the programming tracks — Codeblocks in Level 3 is deliberately built to bridge both.

🌱Child Growth Outcomes

01

Spatial Reasoning

Children learn to rotate objects in their heads, understand front, back, above and inside, and predict what a shape will look like from a side they cannot currently see.

02

Decomposition

Breaking something complicated into simple parts you already know how to make. A dog becomes a stretched ball, four tubes and two cones — the same habit of mind that later makes programming tractable.

03

Add and Subtract, Physically

Solid and hole give children a concrete, visual model of combining and removing. It is arithmetic they can see and spin around, well before it turns up as symbols on a page.

04

Finishing What You Start

Every lesson is scoped so a child can complete it. Over twenty-four weeks the habit of taking something all the way to done becomes the norm rather than the exception.

05

Explaining Your Own Work

Showcases ask children to say how they built something and what was hard. Putting your own process into words is where a click-around becomes an understanding.

06

Comfort with Fixing Things

Holes land in the wrong place and lids do not fit. Children learn early that in design this is normal, that Ungroup exists, and that adjusting your work is the job rather than a sign of failure.

Program Outcomes

❓Common Parent Questions

Q1

Is six really old enough for 3D design?

Yes, for Tinkercad specifically. It is drag-and-drop with no typing and almost no reading, and the program is taught by demonstration. What a six-year-old needs is a mouse or trackpad they can use with reasonable control — that is the real prerequisite, not age.

Q2

Do we need a 3D printer?

No. Everything happens in the browser, and children can spin, share and keep their designs without printing anything. If you do have access to a printer, designs from Level 2 onward export as standard STL files that will print normally.

Q3

What computer does my child need?

Any laptop or desktop from roughly the last six years with a current web browser and a stable internet connection. Tinkercad is free. We strongly recommend a mouse rather than a trackpad for young children, as it makes dragging shapes far easier.

Q4

How is this different from the 3D Designer program?

3D Designer teaches Blender to ages 10-16 and goes deep into professional modelling, texturing and rendering. Tinkercad 3D Maker is the on-ramp for ages 6-10, focused on shapes, holes and finished objects. Many children do this first and move to Blender later.

Q5

My child cannot read fluently yet. Is that a problem?

No, and we design for it. Instructions are demonstrated on screen and spoken aloud, tools are recognised by their icons, and no lesson depends on reading a paragraph of text. Codeblocks in Level 3 uses short labelled blocks that children quickly learn to recognise by colour and shape.

Q6

How do I see what my child has done?

Every Tinkercad design has a share link that opens in any browser, including on a phone. You can spin your child's model yourself, and each showcase lesson produces a snapshot for their portfolio.

Get Started

Questions about enrollment or want to discuss your child's learning path?

Phone/WhatsApp/Zalo: 0902 776 753

Email: hello@techtutor.academy

Website: techtutor.academy

Hours: Mon-Fri 8:00-21:00 | Sat-Sun 8:00-20:00