AI Builders: AI Camp Syllabus for Ages 12–14
AI Builders: Ages 12–14
The pitch for campers: Everyone your age is using AI. Almost nobody is building with it. This week you'll design a crew of agents for your actual life, ship an app or project in the area you're most into, and learn the skill that matters most: telling when AI is right, wrong or just confidently making stuff up.
Part of AI Camp. Shared principles, the Agent Card, the Four Lenses rubric and the tools-by-age table live there.
Why this age band is built differently
The age line runs through the middle of the room. A 12-year-old is below ChatGPT's minimum age. A 13- or 14-year-old may use it, but only with parental consent. [1] Since mixed cohorts follow the youngest camper, the default is that the instructor runs chatbot demos and campers build with tools that don't need a personal chatbot login. 13+ cohorts with signed consent can unlock supervised hands-on chatbot time.
They're already using it. In Pew's autumn 2025 survey, more than half of US teens aged 13–17 had used chatbots for schoolwork (54%) or to search for information (57%). [2] This band is the moment to build judgment before habits set.
The right ready-made curriculum exists. Experience AI, from the Raspberry Pi Foundation and Google DeepMind, is designed specifically for ages 11–14. [3] MIT App Inventor lets campers ship real phone apps with blocks, including AI features. [4]
UNESCO level: Apply. Campers move from knowing what AI does to using it deliberately for a purpose they choose. [5]
Ratio: at most 1 adult to 12 campers. Devices: laptop, plus a phone or tablet with the MIT AI2 Companion app for App Inventor builds.
Course 1: Level Up: Build Your Agent Crew
Maps to the original AI Mastery for Living Life.
Big question: What would a team of AI helpers for your life look like, and how do you stay the boss?
Campers will be able to:
Explain the difference between an AI that answers and an agent that acts: one that has a goal, uses tools, and decides its next step. [6]
Write a complete Agent Card for three agents (Personal, Social, School) and build one of them.
Run a "bluff test" that catches a chatbot stating something false with confidence.
Design a Check-in that keeps a human in charge.
| Day | Theme | What happens |
| 1 | Answers vs. actions | Live demo: the same request ("plan my week") as a plain chatbot answer, then as a step-by-step workflow. Campers map the steps on sticky notes, then rearrange them to discover which steps a human should approve. Introduce the five-part Agent Card. |
| 2 | The Bluff Test | Campers write trick questions about things they're experts in (their sport, game, hometown, favourite book). The instructor runs them live and campers score the answers. They learn what hallucination means and draft a personal three-step fact-check routine. |
| 3 | Personal agent build | Pick a domain from the original course (food, fitness, books and ideas, or heart and soul) and build an App Inventor app that acts as a simple agent: it checks your log, compares it to a goal, and suggests one next step. A fitness agent is anchored to the CDC's 60-minutes-a-day guideline. [7] |
| 4 | Social + School agents | Paper-prototype the other two agents. The social agent never talks for you; it reminds you, suggests and plans. The school agent follows the coach, not crutch rule: it gives hints and asks questions, never full answers. The rule comes from a field study where students with unrestricted GPT-4 scored 17% worse once it was taken away, while a hint-giving tutor largely avoided the drop. [8] |
| 5 | Crew Showcase | Each camper demos the working agent and pitches the other two Agent Cards. Peers try to break each agent's Rules box with sneaky requests. |
Capstone: one working App Inventor agent plus three Agent Cards, with a written Check-in for each.
Course 2: Spike Lab
Maps to the original AI Mastery for the Work/School World (STEM, MAD, ELC).
Big question: What's the one thing you could get unusually good at, and how can AI speed you up without doing it for you?
A spike is one area where you go deep instead of being a little good at everything. Campers sample all three worlds, then commit to one.
Campers will be able to:
Complete the full AI project cycle on a problem in their spike area: question, data, evaluate data, train, evaluate model, improve. [9]
Explain who owns AI-assisted work. The US Copyright Office says prompts alone aren't enough for copyright; human creative contribution is what counts. [10]
Present a project with a clear "what I did vs. what the AI did" breakdown.
| Day | Theme | What happens |
| 1 | Spike sampler | 40-minute rotations. STEM: train a model to tell healthy from unhealthy plant leaves, using a provided image set. MAD: storyboard a 30-second animated short and use an instructor-run image tool for concept art only. ELC: pick one of the UN's 17 Sustainable Development Goals and find a local angle on it. [11] Campers vote with their feet for Days 2–4. |
| 2 | Data day | Each spike team gathers or curates its own data: photos, sounds, survey answers, or a mood board. Lesson: your AI is only as good and as fair as your data (AI4K12 Big Idea 3: Learning, and Big Idea 5: Societal Impact). [12] |
| 3 | Build day | STEM: an App Inventor app with the trained model inside. MAD: finish the short with human-drawn key frames, using AI only for sound or background ideas, and keep a "credits" log. ELC: build a club or campaign kit: a one-page plan, a survey, and an App Inventor sign-up app. |
| 4 | Break it and fix it | Peer red-team: another team tries to fool your model, find bias in your data, or poke holes in your pitch. Teams fix the top issue and document it. |
| 5 | Spike Expo | Three-minute demos, each ending with an honest slide: "What I made / What AI helped with / What I'd do next." |
Capstone: a working spike project plus the "what I did vs. what the AI did" slide.
Course 3: Squad Goals
Maps to the original AI Mastery for Personal & Social Life.
Big question: How do you use AI to be a better friend, family member and teammate, without letting it replace any of them?
Why it matters: Common Sense Media rates social AI companions an unacceptable risk and says nobody under 18 should use them. [13] In its 2025 national survey, it found that many teens use them anyway. [14] This course doesn't lecture. It has campers design the opposite: agents built to send you back toward people.
Campers will be able to:
Describe how AI companions are designed to keep you engaged, and why that's a business choice, not friendship.
Build a "people-first" agent whose success is measured in real-world connection.
Draft a personal AI and screen-time plan with their family.
| Day | Theme | What happens |
| 1 | Who's on the other side? | Campers analyse (without logging in) screenshots of companion-app marketing. What does the app want from you? Time, attention, data, money? Discuss findings from the Harvard Study of Adult Development: close relationships predict a long, healthy life better than money or fame. [15] |
| 2 | Design the anti-companion | Agent Card challenge: design an agent whose Goal is more time with real people. Its Rules: it never pretends to be your friend, never says it has feelings, and never keeps your secrets from trusted adults when you're in danger. |
| 3 | Build: Plan-It Squad | An App Inventor app that helps plan real hangouts or family activities: pick a budget, a time and an activity type, and get suggestions plus a "who will you invite?" step. Wellbeing tie-in: active plans count toward the 60-minute movement goal. [7] |
| 4 | Hard conversations lab | Role-play, human to human, a tough conversation (apologising, saying no, inviting someone new). Then compare: what did the instructor-run chatbot suggest? What did it get right? What did it miss that only a person would know? |
| 5 | Squad Showcase + Family Plan | Demo the Plan-It app, then start an AAP Family Media Plan with a new section on AI tools. [16] |
Capstone: a people-first agent app plus a family AI plan draft.
Course 4: Second Brain, First Agent
New for ages 12 and up. It sits underneath all three original courses: it's the setup that makes the Personal, Social and Work/School agents actually know what they need to know.
Big question: What does an AI actually "know" about you, and who gets to decide?
Why it matters (the version for parents): A language model doesn't remember you. In any conversation, everything it knows sits inside a limited context window, and the software wrapped around the model, the harness, decides what goes in: instruction files, memory, skills and tools. Anthropic's engineers describe context as "a finite resource with diminishing marginal returns," with an "attention budget" that gets spent as more is added. [17] Researchers at Chroma tested 18 leading models and found performance gets less reliable as inputs grow, even on simple tasks. [18] So the skill isn't giving AI more; it's giving it the right things.
The second half of the idea is older than computers. In 1945, Vannevar Bush imagined the memex, a desk that would hold all of a person's books, records and notes as "an enlarged intimate supplement to his memory." [19] Today a second brain is a folder of plain-text notes you write and own: "files you can control, in formats that are easy to retrieve and read." [20] That also happens to be exactly what agents read best. Kids who build one now get a thinking tool for life and the raw material for every agent they'll ever set up.
Tools at this age:
Hermes Agent from Nous Research is an open-source (MIT-licensed) agent that keeps memory across sessions, builds its own skills, and runs on any model provider. [21] At this age the instructor runs it on a camp machine with Colearn's model keys and its messaging connections switched off. Campers write the files that shape it and watch what changes.
Second-brain app: Obsidian's terms of service limit use to people who have reached the age of majority, [22] so campers build their vaults in Logseq, an open-source (AGPL), local-first notes app that stores plain Markdown, [23] or in any Markdown editor. Instructors demo in Obsidian. Because every vault is plain Markdown, it opens in any of these tools, now or later.
Campers will be able to:
Explain context window, harness and memory in their own words, and why dumping in more information can make answers worse.
Build a starter second brain: 20 or more linked notes, written in their own words, organised with PARA (Projects, Areas, Resources, Archives). [24]
Write the three files that shape an agent: a persona (
SOUL.md), house rules (AGENTS.md), and a profile of themselves (USER.md), and show how editing them changes the agent's behaviour.Write a never-store list: what an agent must never remember about them.
| Day | Theme | What happens |
| 1 | What does the AI know? | Unplugged game: one camper plays "the model" and can only see what fits on a single index card. Teammates choose what to write on it so the model can plan a surprise party. Lots gets left out, and that's the point. Then the instructor runs the same request through Hermes twice: once with no setup, once with a filled-in profile. New words: token, context window, harness. |
| 2 | Build your second brain | Set up a vault in Logseq: PARA pages, a daily note, and 10 notes about something you love (your Spike Lab topic or a hobby). Rule: every note links to at least two others. Brain first: no AI-written notes today. Everything is in your own words. |
| 3 | Write the harness files | Paper first, then Markdown. SOUL.md: how should your agent talk? AGENTS.md: its rules, taken straight from your Agent Card. USER.md: what it should know about you, plus your never-store list (full name, address, school, passwords, health details). Hermes caps its user profile at 1,375 characters, about 500 tokens, so campers edit hard to fit. Deciding what matters is the lesson. The instructor loads each camper's files into the camp Hermes, and campers compare the outputs. |
| 4 | The context budget challenge | Teams ask the agent for a study guide built from their vault, but they get a budget of five notes. Three runs: the whole vault dumped in, five chosen notes, and five chosen notes with the most important one placed first. Score the answers. Then discuss a well-known research finding: models use information at the start and end of a long input better than information buried in the middle. |
| 5 | Second Brain Showcase | Show your vault's graph view, read your SOUL.md aloud, and demo the before-and-after agent output. Every camper leaves with their vault as a zip of Markdown files: theirs, and portable to any app. |
Capstone: a personal vault of 20+ linked notes, three harness files with a never-store list, and a before-and-after comparison showing what changed when the context changed.
Assessment for this band
Apply the shared Four Lenses rubric from Program Design. Strong work at this age shows:
Judgment: a documented Bluff Test, or a red-team fix.
Humanity: a Check-in that names a specific person and a specific situation.
Build: an app that runs on a real phone.
Purpose (Course 4): a vault of notes written in the camper's own words, and a
USER.mdthat fits the budget because the camper chose what matters.
Instructor prep
Experience AI lesson materials for ages 11–14 cover the "how models learn" sections. [3]
Set up App Inventor class accounts and test the AI extensions before Day 1. [4]
Collect parental-consent forms before any 13+ hands-on chatbot time. ChatGPT supports linked parent accounts for teens. [27]
For Course 4: install Logseq on camper machines, and set up one instructor-run Hermes Agent on a camp machine with messaging connections off and a model key that has a spending cap. [21] Clear Hermes's memory folder between campers.
Sources
Sources
- [1]Is ChatGPT safe for all ages?help.openai.com
- [2]How Teens Use and View AIpewresearch.org
- [3]Experience AIexperience-ai.org
- [4]MIT App Inventorappinventor.mit.edu
- [5]AI competency framework for studentsunesco.org
- [6]Building Effective AI Agentsanthropic.com
- [7]
- [8]
- [9]AI Learning Priorities for All K-12 Studentscsteachers.org
- [10]
- [11]The 17 Goalssdgs.un.org
- [12]AI4K12: Sparking Curiosity in AIai4k12.org
- [13]
- [14]Talk, Trust and Trade-Offs: How and Why Teens Use AI Companionscommonsensemedia.org
- [15]Good genes are nice, but joy is betternews.harvard.edu
- [16]How to Make a Family Media Planhealthychildren.org
- [17]Effective context engineering for AI agentsanthropic.com
- [18]
- [19]As We May Thinktheatlantic.com
- [20]File over appstephango.com
- [21]
- [22]Terms of Serviceobsidian.md
- [23]
- [24]
- [25]Persistent Memoryhermes-agent.nousresearch.com
- [26]Lost in the Middle: How Language Models Use Long Contextsaclanthology.org
- [27]