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