Skip to content

Your Avenue to every student seen.

AveMentor connects the AI your teachers already use to your curriculum, your skills and your systems. Activities are built to your standard, results reach the gradebook, and every student gets a living profile.

Your sourcesCurriculaYour LMSGradebookRecordsAttendanceAssessmentsDocuments+ any sourceAveMentorSkills, profiles and standardsAI agents, over MCPChatGPTClaudeGeminiActivity builderProfile writerAttempt analystWhat comes outActivitiesProfilesGap reportsGrades

Ready-made connectors for AveEdu, AveCode and Ave Learn.

AI lesson activities your teachers approve

Follow one Code 2 game from the teacher's request to the class report: the checks, the game, the attempt, the grade, the student skill profile and the gap.

In the AI they already use, a teacher asks for a short game for Code 2, lesson 6, on nested loops. The lesson comes from AveCode.

A skill map of your curriculum

AveMentor turns your courses into one graph of skills, so a result in one course counts in every course that builds on it.

  • The agent reads your lessons and finds the skills.
  • Prerequisites link them across courses.
  • Add a new curriculum any time, and the map grows.
Describes an algorithm as a precise ordered list of stepsWrites a program with direction symbols on a gridBuilds a sequence of instructions that runs in order from top to bottomDescribes a procedure in plain pseudocode before coding itFinds and fixes bugs in a programSpots repeating patterns in a problem and groups themSeparates what stays the same from what changes to make a general templateBreaks a problem or project into smaller partsRepeats a block of code a fixed number of times or forever with a loopPlaces a loop inside another loopRepeats code while or until a condition holdsUses a counting for loop with start, end and stepIterates over each item of a list or string with a for loopControls a loop's flow with break and continueLimits retries with a loop, a Boolean flag and an attempt counterAccumulates a running total in a loopExplains how functions differ from loopsMakes a decision with an if blockChooses between two outcomes with if-elseChooses between several cases with if, elif and else in PythonPuts a conditional inside another conditionalTraces decision rules or a flowchart to predict the outcomeDraws a flowchart with decision pointsCompares values with comparison operators to get true or falseCombines conditions with and, or and notChecks a condition on every pass of a loopExplains an event as something that triggers code to runControls a character with key pressesRuns code when a sprite or button is clickedReacts when two sprites touchDetects contact with a colour using touching colour sensingDetects collisions by comparing object coordinatesCoordinates sprites with broadcast messagesTriggers changes at set points in music and on key pressesSets up a Dance Party scene with dancers, layouts and effectsCreates a variable, gives it a value and updates itDecides whether a variable is shared program-wide or localNames variables by Python's naming rulesKeeps score or lives with a counter variableEnds a game after a time limit with a countdown timerRepeats a function on a timer with after()Tracks a program's state with a variableAsks the user for input and uses the answerChecks user input before using or saving itUses random values to vary a programDefines a named function and calls itReplaces repeated instructions with a functionWrites a function that makes decisions with conditionalsPasses values to a function through parametersReturns a value from a functionUses Python's built-in functionsBuilds a larger program from small helper functionsPasses arguments to callbacks with lambdaImports modules and uses their functions and constantsRuns Python code in the shell and as saved .py scriptsInstalls Python and checks the installed versionDisplays output with print()Documents code with commentsConverts values between int, float and strCalculates results with arithmetic operatorsTests divisibility with the remainder operatorCreates strings and builds messages from themTransforms strings with string methodsSelects characters of a string by index positionChecks whether a value belongs to a groupStores items in a list and works with them by indexStores and finds values in a dictionary by keyStores records as a list of lists and searches themReads and parses a text file line by lineAdds data to a file without erasing itManages files with the os moduleWorks with dates and counts the days between themGenerates a password by joining random partsBuilds a question-and-answer program that keeps scoreWrites the logic for matching pairs of selectionsDraws lines with turtle-style move, turn and pen commandsMeasures turns and directions in degreesDraws regular polygons by choosing side lengths and turn anglesDraws circles, dots and arcs with turtle commandsStyles turtle drawings with colour, fill, size and speedPositions objects on a grid with x and y coordinatesTransfers a picture to screen coordinates with a grid, scale and mirroringAdds sprites and backdrops and sets their starting look and positionPaints costumes with a correct centre of rotationGives sprites continuous behaviours such as wanderingControls a group of sprites that share a costume at onceMakes sprites hold a timed conversationSwitches the scene or backdrop when an event happensShows and hides sprites at the right momentsAnimates a sprite by switching costumesChanges a sprite's look with graphic effects and sizeMoves a sprite smoothly with glide and jump motionsMakes a sprite follow the mouse pointerChooses a rotation style so a sprite faces the right wayControls which sprites appear in front using layersAdds sounds and music and controls their volumeMoves a ball continuously and bounces it off edges and paddlesStops a player passing through walls by undoing the moveSimulates gravity and ground-only jumping in a platformerSimulates momentum with velocity variablesBuilds platform paths with hidden ground spritesBuilds a side-scrolling world with a scroll variableCreates clones that act independentlyFires projectiles as clonesStops spawning and deletes leftover clones when a level endsStops a script or the whole project with stop blocksEnds a game as a win or a loss when a condition is metAdvances a game through levels with a level variableBuilds a level map where levels unlock in orderChanges the room or stage with a guarded stage variableMakes a game harder as the player progressesBuilds a local multiplayer gameBuilds a start menu and instruction screensBuilds a choice screen with a browsing index and a selected valueCreates a tkinter window with labels, inputs and buttonsPositions widgets with place() and pack()Lays out a form in rows and columns with grid()Uses checkbox and listbox widgetsShows and swaps images in a tkinter windowDraws shapes on a tkinter CanvasReads and changes canvas itemsGives precise instructions someone else can followAsks clarifying questions to understand requirementsTurns a list of requirements into working featuresPlans a program from sample programs before building itBalances a game so it is neither too easy nor too hardDesigns for accessibility and different abilitiesDesigns and builds an original projectPresents a project and explains how its code worksNavigates a coding editor and names, saves and reopens projectsSigns in to a coding platform and keeps credentials safePublishes a project and shares its linkExplores and remixes community projectsReuses code and sprites by copying, duplicating or the BackpackFinds information online with well-chosen keywordsExplains crowdsourcing as getting help from many peopleWorks in a team with an agreed role and planCollaborates through shared online documents and workspacesDescribes Scrum roles, events and artifactsPlans project work for a sprint from a backlogReports progress, plans and blockers in a stand-upReflects on finished work in a review and retrospectiveExplains that computers represent information as ones and zerosDecodes a binary message with a keyNames units of digital information from bit to megabyteExplains data as collected information used to answer questionsRecords repeated results and plots them on a graphExplains what a simulation is and when to use oneTests a prediction by changing one variable in a simulationDescribes what the processor and hard drive doExplains what the Python interpreter doesExplains how a local network shares files and printersDescribes what file, email and web servers doExplains IP addresses and data packetsExplains how DNS turns a domain name into an IP addressExplains how routers join networks into a wide area networkExplains how modems and public web servers grew the internetCompares copper and fibre-optic cables for carrying dataChecks network routes with ping and tracerouteExplains what a digital footprint isDecides which personal information is safe to share onlineRecognises the risks of posting on social mediaRecognises online deception and identity theftExplains the harm of cracked software and stolen accountsDistinguishes ethical from criminal hackingDesigns an encryption and the decryption that undoes itShares content online safely and respectfullyRespects copyright and credits creatorsRecognises cyber addiction and keeps healthy screen habitsRecognises cyberbullying and how to prevent itExplains what it means to be a responsible digital citizenExplains what AI is, with its benefits and limitsExplains how training data teaches a model to classifyCreates content with an AI tool and edits what it generates
Loops

Places a loop inside another loop

Bloom level
Apply
Ages
8–14
Builds on
5 topics
Evidence
  • Can describe a nested loop in their own words
  • Can put a repeat block inside another repeat block
Comes after
  • Spots repeating patterns in a problem and groups them
  • Repeats a block of code a fixed number of times or forever with a loop

A map from a few of Digital School's coding courses. Each dot is a skill, coloured by area. A solid line must come first; a dashed one helps.

Show the chain for

What changes for your school

Teachers teach more and administer less
The agent drafts, checks and posts. The teacher approves with one tap and grades from a report.
Every assessment meets your standard, automatically
Curriculum, skills and format are checked before anything reaches your LMS or the gradebook.
Gaps are caught early
Results build a skill profile per student and per course, visible to every role allowed to see it.
  • Access by role, every access logged
  • Your curriculum is never changed
  • Your AI, your keys

How we start: one course, then scale

We start where you are, with one course, and grow from what works there.

  1. 01

    Diagnose

    What you run today, what your teachers actually use, and where the data lives.

  2. 02

    Build only what is missing

    Connections and modules on top of your systems, with no new platform. If you already run AveEdu, AveCode or Ave Learn, ready-made connectors link them to AveMentor.

  3. 03

    Train

    Short sessions, designed and delivered by us, for teachers with no time to spare.

  4. 04

    Test and monitor

    One course, agreed measures and a full log, reviewed together.

  5. 05

    Support

    We stay. The system keeps improving, with your people in charge.

Built by people who run schools

Digital School has taught children to code since 2015. StarLabs, our engineering company, has built software since 2017. AveMentor comes from both.

students taught
100k+
teachers trained
4,000+
locations in 15 countries
40+
engineers at StarLabs
200+

What schools ask us

The teacher. The agent writes a report of what the student did, skill by skill, with the moments it is based on. An answer key can suggest a score. Nothing is graded automatically: the teacher decides and sends the grade.

Start with one course.

We look at what you run today, connect it, train your teachers and measure it together. Then the next course.