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Tonbridge School, UK

Computer Science, Robotics and AI

age icon 13-17 years old

time icon 2 weeks

See Dates

Session Dates

Choose your preferred session from the options below and submit your details in order to complete your booking.

July - Day

Start 7/5/2026
End 7/19/2026
Duration 2 Weeks
Price $4,624

July - Boarding

Start 7/6/2026
End 7/19/2026
Duration 2 Weeks
Price $7,270

July - Boarding

Start 7/20/2026
End 8/2/2026
Duration 2 Weeks
Price $7,270

July - Day

Start 7/20/2026
End 8/2/2026
Duration 2 Weeks
Price $4,624

Course Description: Computer Science, Robotics and AI

About the course

Students explore fundamental concepts in coding, robotics, and artificial intelligence through hands-on challenges and ethical inquiry. Covering areas from machine learning and cybersecurity to app development and automation, they develop technical fluency, critical thinking, and the capacity to design responsible digital solutions.

The programme emphasises innovation, teamwork, and practical impact, preparing students to navigate and lead in a rapidly evolving technological landscape. Across each two-week Sprint, students tackle five challenges connected to the Sprint’s central theme, exploring topics such as machine learning, robotics, cybersecurity, app development, and ethical AI. The final challenge, the IMPACT Hackathon, brings together students in small, mixed teams from across the courses. They apply the knowledge, skills, and perspectives gained throughout the Sprint to address pressing global issues, guided by the three pillars of sustainability; social, environmental, and economic.

This experience enables students to contribute meaningfully, share their insights, and present their work with clarity and confidence.

Course Aims

IMPACT Learning Model is our bespoke framework that defines the goals of education, methods, and outcomes students are expected to achieve. Through IMPACT’S Learning Model, students will:

  • Improve core communication skills - Improve coding fluency, algorithmic thinking, and digital presentation

  • Build new set of skills - Build innovation, logic, and ethical awareness through agile sprints and challenges

  • Learn the power of collaboration - Collaborate in diverse teams with autonomy and continuous feedback

  • Nurture the inner voice - Strengthen problem-solving, tech ethics, and decision-making

  • Visit Universities - Explore academic pathways through university taster days and mentorship

  • Explore industry insights - Gain insight into robotics and AI through industry immersion

  • See the bigger picture - Develop resilience and digital leadership for a changing world

Sprints Overview

A Sprint is an intensive, focused period of learning within the IMPACT programme, designed to immerse students in a series of structured academic and practical challenges. Each Sprint blends rigorous study with collaborative, team-based projects, encouraging students to think critically, solve problems creatively, and develop leadership skills.

  • Business experience - Business HQ and university experience with exclusive access to top institutions

  • Professional networking - Industry networking with professionals and changemakers

  • Pioneering speakers - Guest speaker talks from pioneers in their fields

  • Various workshops - Growth workshops across academic, personal, and leadership development

  • Daily challenges - Hackathons, pitching solutions to real-world problems

  • Range of activities - Life Skill activities such as flight school, football, graffiti and tennis

  • Purposeful leadership - Motivational speakers to inspire purposeful leadership

IMPACT Hackathons

Hackathons lie at the heart of the IMPACT experience. Embedded within our distinctive structure of sprints and challenges, they form a central part of the multidisciplinary curriculum across STEM, Business, and English. Each two-week sprint features five six-hour challenges, all aligned to a central Hackathon theme. Students begin within their chosen Applied Learning Pathways before coming together to address the final challenge from a range of perspectives including, social, environmental, and economic.

The final company-sponsored Hackathon invites students to apply their learning to real-world contexts. Industry professionals deliver keynote talks, set the central brief, and mentor teams throughout, offering expert feedback and valuable insight into current trends and technologies. Students also take part in exclusive networking events with leading professionals, gaining both inspiration and meaningful connections for the future.

Dynamic, immersive, and intellectually stimulating, Hackathons drive every aspect of IMPACT. They cultivate creativity, collaboration, and technical skill while providing authentic exposure to professional environments. By the end of each sprint, students have completed extended projects, developed essential life and leadership skills, and gained the confidence to innovate and adapt, qualities that will serve them in higher education, the workplace, and beyond.

Growth Workshops

Designed for curious and forward-thinking students, Growth Workshops provide a distinguished foundation for self-discovery, leadership, and future readiness. Every session is interactive and through hands-on exercises, reflective discussion, and collaborative challenges, students cultivate confidence, resilience, and adaptability.

By the end of a sprint, students will have:

  • Participated in 12 immersive, high-impact sessions tailored to growth in one of the four key areas

  • Strengthened confidence, communication, and leadership through hands-on practice

  • Developed resilience, adaptability, and a growth mindset

  • Engaged in meaningful reflection and peer collaboration

  • Been inspired, energised, and equipped to lead with authenticity and vision

Choose one workshop track per sprint:

  1. Career & Professional Growth

  2. Future Learning & Academic Growth

  3. Social & Personal Growth

  4. Leadership & Communication Growth

IMPACT Skills

Our approach

IMPACT Skills takes a holistic approach to learning with each sprint including seven sessions, delivered through sports and activities either on campus or off campus.

Students can choose either:

  • One IMPACT Skill across all seven sessions for deeper mastery

  • Two IMPACT Skills, with three sessions in Week 1 and four in Week 2 for variety and exploration

By the end of the sprint, students will have:

  • Applied discipline and focus in unfamiliar environments

  • Built resilience and confidence

  • Enhanced their academic and career portfolios

  • Formed meaningful connections through shared experiences

  • Had fun and built lasting friendships with students from around the world who share similar interests

  • Developed key skills or fostered a passion for something they hadn’t previously explored

Explore your skills

  • Sporting & Physical Pursuits

  • Creative & Artistic Expression

  • Digital Innovation & Technology

  • Adventure & Outdoor Skills

Business Experiences

The Business HQ experience offers students a first-hand insight into how successful organisations operate and innovate.

Through tours, talks, and interactive workshops, they explore how environmental responsibility and creativity shape modern business strategy. Engaging directly with professionals, students gain an understanding of leadership, operations, and workplace culture, linking classroom learning to real-world practice. The experience inspires curiosity, critical thinking, and an appreciation of how enterprise can be a force for positive change.

University Experiences

The University Experience offers students a rare opportunity to explore life at world-renowned institutions such as Oxford and Cambridge.

Through college tours, academic seminars, and discussions with university staff, participants gain insight into the traditions, values, and ideas that define higher education. The visit inspires ambition, intellectual curiosity, and a deeper understanding of how universities shape innovation and progress in the modern world.

Leisure & Social Programme

Excursions

Our excursions offer students a unique opportunity to immerse themselves in the culture, history, and vibrancy of the UK.

Mornings are devoted to staff-led tours of iconic landmarks, museums, and cultural sites, providing rich insights and context, while afternoons allow students independent time to explore, reflect, and engage with their surroundings.

Each trip is carefully designed to balance structure with autonomy, fostering confidence, resilience, and social skills. Beyond sightseeing, excursions encourage teamwork, curiosity, and a deeper understanding of the communities and environments students visit. By blending learning with adventure, these experiences create lasting memories and enrich the broader IMPACT programme, connecting classroom knowledge with the world beyond.

Evening Activities & Trips

With access to Tonbridge School’s outstanding facilities, IMPACT students take part in a rich and varied programme of sport, activities and social events that extend learning well beyond the classroom. From climbing on the purpose-built rock wall and performing in the state-of-the-art theatre to swimming in the Olympic-standard Sports Centre, each experience encourages enjoyment, confidence and ambition.

Evenings offer time to relax and connect with friends. Students can watch films in the modern screening room, enjoy pool or table tennis, take part in karaoke or quiz nights, or join more informal events such as discos, pamper evenings and live sports viewings.

Off-site trips add further variety, including visits to the cinema, bowling and ice-skating, as well as relaxed walks into Tonbridge town for dinner with staff. There is something to suit every interest.

On campus activities:

  • Music festival

  • Colour run

  • Open air cinema

Off campus activities:

  • Cinema (£20 approximate additional charge)

  • Bowling (£20 approximate additional charge)

  • Clip and climb (£25 approximate additional charge)

  • Jump in trampoline park (£25 approximate additional charge)

  • Laser quest (£20 approximate additional charge)

Note: Any optional offsite additional trips are paid for during the summer programme via a debit or credit card. We are a cashless campus, and all students will need to bring a debit or credit card to purchase any optional extras.

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