Vibo Games Academy · Learn through discovery

Big ideas
start with “what if?”

Your child imagines, and you explore together. Build mechanisms in a game world, test ideas and turn “what if?” into working inventions.

Two introductory lessons are open without access to the full course.

Illustration: a child assembles a robot at a workbench beside a circuit diagram and a glowing lamp.
Imagine → Build → DiscoverCuriosity is where great inventions begin!

First lesson · 25 minutes · Open access

Build a circuit Light a lamp Understand why

Screenshot of Vibo’s first lesson: a battery, two adjacent wires and a glowing yellow lamp.
Here is what you will build in Vibo. Battery → two wires → lamp. The stone platform is only for display.

Why did the lamp light up?

Your child builds an unbroken path from the battery to the lamp. Then they remove a wire and test their prediction: will it still light up?

They practice connecting cause and effect, finding a break in the circuit and explaining what each part does.

Open the first lesson

Try it here

Next step: control the light

Click the switch.
What happens to the lamp?

BatteryEnergy source
SwitchOff
WireCarries the signal
LampShows the result

The lamp is off. The switch blocks the in-game signal.

In the second lesson, you will add this switch in Vibo. This is a simplified preview of the in-game mechanism.

Why it matters for your child

Foundations for the future

Technology changes, but reasoning, understanding physical principles and finding solutions remain valuable. Engineering starts with curiosity: why did the lamp light up? How could it turn on by itself?

Vibo Games electrical blocks are simplified in-game models of real devices: switches, sensors, doorbells and automatic lighting. Children observe how they work and discover how separate parts form a system.

Helping your child think like an inventor. Behind robots, spacecraft and smart devices are people who ask questions, test ideas and work together. In Vibo, children try this approach with their first circuit: imagine, test and improve.

Skills your child practices

01

Logic

Follow a signal and understand how an action leads to a result.

02

Scientific thinking

Make a prediction, try an experiment and compare the result with what you expected.

03

Creative engineering

Invent your own device, break the task into parts, choose blocks, build it and improve the design.

04

Troubleshooting

Check connections, change one condition and find the cause of a problem.

05

Explaining ideas

Explain how a circuit works and discuss the solution with a parent or teacher.

06

Spatial thinking

Imagine how to arrange and connect parts, read a diagram and use it to build a three-dimensional construction.

For parents

You don’t need to know
every answer in advance

Start with “What do you think will happen?” and test the prediction together. The course provides a sequence of activities, circuits and tips, while leaving room for your child’s own ideas.

These are first steps towards understanding physics and automation through play. Your child experiences: I can understand it, build it, test it and create something of my own.

  1. 01
    Predict

    What changes if we remove a wire?

  2. 02
    Test

    Change the circuit and watch the lamp.

  3. 03
    Discuss

    Why did that happen? What shall we try next?

First course · 6 lessons · 25–35 minutes per lesson

From your first lamp
to smart mechanisms

View the syllabus

Every lesson includes a clear idea, a ready-made in-game circuit, an experiment of your own and tips if something doesn’t work.

Illustration of a mechanism: a battery, button, pulse generator, sensor and lamp are connected by wires to light a beacon.
  1. 01

    Light your first lamp

    A power source, a wire and a result.

    Open lesson
  2. 02

    Control the light

    A switch connects and breaks the signal path.

    Open lesson
  3. 03

    Doorbell

    A press triggers a sound.

  4. 04

    Automatic night light

    A sensor turns the lamp on when it gets dark.

  5. 05

    Flashing beacon

    A pulse generator alternates between waiting and lighting up.

  6. 06

    Alarm

    A motion sensor triggers the siren.

Access to the full course is granted separately.

From your first circuit to your own inventions

Five stages.
A new discovery at every step

First, your child lights a lamp. Then they learn to turn signals into movement, manage energy and invent devices with logic and memory. The introductory course is available now; the next four courses are in preparation.

  1. Illustration · Stage 1: Electrical mechanisms: introductory course
    Illustration
    Stage 01First course · 2 open lessons

    Recommended from age 5 · with an adult

    Electrical mechanisms: introductory course

    From a first lamp to an automatic alarm. Six practical activities and ready-made circuits for learning with children.

    What you will createYour first working circuits: lighting, a doorbell and an alarm

    First circuits: ages 5 and up. Sensor and automation activities: ages 7 and up, depending on your child’s readiness.

    Start with your first circuit
  2. Illustration · Stage 2: Mechanism park comes to life
    Illustration
    Stage 02Course in preparation

    Recommended from age 6 · with an adult

    Mechanism park comes to life

    Turn signals into movement: open bridges, move platforms and lift metal loads. Build a park that responds to its visitors.

    What you will createA park with a drawbridge and a magnetic attraction

    After the course “Electrical mechanisms: introductory course”

  3. Illustration · Stage 3: Powering a living station
    Illustration
    Stage 03Course in preparation

    Recommended from age 8 · with an adult

    Powering a living station

    Harness sun and wind, store energy for the night and monitor the load. Teach your station to detect water, heat and items in a chest.

    What you will createA research station with stored energy and sensors

    After the course “Mechanism park comes to life”

  4. Illustration · Stage 4: Secret code: logic and memory
    Illustration
    Stage 04Course in preparation

    Recommended from age 10 · with an adult

    Secret code: logic and memory

    Teach mechanisms to make decisions: check two conditions, accept either of them and remember an event. Build your own puzzle room.

    What you will createA secret room with a coded entrance and an alarm that remembers

    After the course “Powering a living station”

  5. Illustration · Stage 5: Digital lab: counting and control
    Illustration
    Stage 05Course in preparation

    Recommended from age 12 · with an adult

    Digital lab: counting and control

    Turn events into numbers. Count pulses, display the result and explore randomness. Combine logic, rhythm and movement in one big project.

    What you will createA play station with counting, random events and a moving module

    After the course “Secret code: logic and memory”

Ages are guidance for activities together. Follow your child’s interests and readiness: each stage gradually expands what they can do.

Illustration: a boy raises his arms in delight as his circuit lights a lamp and beacon; his mother celebrates beside him.

Discover together

The first lamp.
The first “I get it!”

Start with a simple mechanism and see what ideas follow.

Go to the Academy