Who it's for
School and enrichment programs seeking engaging, group-based learning experiences. Activities are designed to be adaptable to student age and classroom context. Confirm grade-level suitability for each module before adoption.
FLYING HOUSE GAMES™Flying House Games brings hands-on, collaborative career exploration into the classroom. Here is what school leaders need to evaluate a program and plan a successful rollout.
Explore a Curriculum Sample →Request School Information →School and enrichment programs seeking engaging, group-based learning experiences. Activities are designed to be adaptable to student age and classroom context. Confirm grade-level suitability for each module before adoption.
Collaboration, creativity, problem-solving, communication, planning, and exploration of career-related skills. Each module has its own specific challenge and learning goals.
Beat ’Em at Their Own Game! uses a five-day challenge sequence: design, establish rules, practice, refine, and compete. A typical session is planned for approximately 40–45 minutes, with local scheduling flexibility.
Teachers or facilitators guide student teams using video mission briefings and supporting instructions. Review the selected module, prepare the activity space, and gather supplies before the first session.
Activities emphasize accessible, hands-on materials. Exact supplies vary by module and are confirmed in its materials list. Plan for a device and display or projector for video briefings, plus a reliable internet connection where streaming is used.
School-site licensing and multi-school provider partnerships are available for inquiry. Program scope, access, pricing, training expectations, and deployment timelines should be confirmed in the final written agreement.