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New Resource Launch! Code for the Cup is back. Refreshed, refined and ready for another run.

11 June 2026

Our FREE three-lesson computing resource for KS3 and KS4 gives students a challenge with real race pressure and real problem-solving built in.

In the America’s Cup, races can be won or lost before they’ve properly started. Teams spend thousands of hours testing, improving and fine-tuning performance to hit the start line at exactly the right moment. Too early? Penalty. Too late? You’re chasing.

Students take on that same challenge by coding a foiling yacht to cross the line at exactly the right time.

But this isn’t just about getting from A to B. Along the way students build core computing skills through testing ideas, debugging mistakes and improving performance as they go. Because coding – like sport – rarely works perfectly first time. And those are lessons that travel well beyond the classroom.

Across three lessons, they’ll explore:

  • Lesson 1 — Sequence
    Build step-by-step instructions and discover why timing matters.
  • Lesson 2 — Coding efficiency
    Test, refine and improve code for better performance.
  • Lesson 3 — Loops and debugging
    Try, test, adapt and go again.

Every lesson is editable and includes pupil worksheets, teacher notes and a shareable game link for Google Classroom.

Discover Code for the Cup here

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