Saturday Club
Have your child create technology
(not just consume it) every Saturday
Club Sabatino is a practical and guided space where children and young people in Puerto Rico develop STEM skills and creativity while building projects in educational robotics and video game creation.
For parents and educators looking for: an activity with purpose, structure, and visible results.
Mode
In-person and virtual (depending on availability)
Our Approach
Project-based learning, progressive by age
Result
Real progress that can be seen, explained, and shared
Open House (weekly)
Learn about our programs and facilities
Every Saturday we host an Open House so families and educators can visit our workshops, learn about our programs, and see the facilities where the activities take place. It's a great opportunity to ask questions, explore, and see firsthand how we work at Club Sabatino.
Learning technology is not about memorizing:
It's about building, testing, and improving.
If you're looking for an educational experience that combines structure, fun, and future skills, Club Sabatino is designed for that: to allow each participant to progress from their own stage (and not from a generic expectation).
Here are the students:
They practice logical and creative thinking with clear challenges.
They learn with mentor guidance (step by step)
They work on projects that strengthen trust, communication, and collaboration
They develop a STEM foundation useful for school, life, and future opportunities.
What makes Techno Inventors different:
a progressive route by age, with specific activities and observable results (prototypes, completed challenges, mini-presentations).
What is the Saturday Club?
The Saturday Club is a workshop program designed for children and young people learn by doing. In each session we work with practical dynamics: a challenge is posed, a solution is built, it is tested, improved and the result is shared.
Instead of focusing solely on “theory”, we aim for the student to be able to say:
“I did this” (a robot that responds, a game that can be played, a mechanism that works).
Available modalities: In-person and Virtual
The Saturday Club is a workshop program designed for children and young people learn by doing. In each session we work with practical dynamics: a challenge is posed, a solution is built, it is tested, improved and the result is shared.
Instead of focusing solely on “theory”, we aim for the student to be able to say:
“I did this” (a robot that responds, a game that can be played, a mechanism that works).
In person (San Juan - Hato Rey)
- Ideal for students who learn best through physical manipulation, teamwork, and laboratory-type experiences.
- Focus on construction, testing, and guided demonstrations.
VR SOLUTION & AI ADOPTION
- Ideal for families with busy schedules, distance or a preference for studying from home.
- Dynamic sessions, clear instructions, demonstrations, and challenges tailored to achieve real progress remotely.
IMPORTANT
In both formats the objective is the same: practical learning with results. The difference is the environment.
Duration and rhythm
- Frequency: Saturdays
- Learning format: guided workshops + challenges + mini-projects
- Progression: by age and level (from beginner to advanced)
(Upon completing registration, the team shares the group recommendation and the most suitable route based on age, experience, and preferred modality.)
What kind of work is done in the workshops?
(results-oriented content)
The content is adjusted by stage, but maintains the same philosophy: create with intention.

Educational robotics
- Guided construction and challenge resolution (following lines, responding to stimuli, completing missions)
- Introduction to programming concepts (by blocks or progression to more structured logic)
- Teamwork, roles and process communication (“what we did, what went wrong, what we improved”)
Video game creation
- Design of simple mechanics (movement, scoring, levels)
- Applied computational thinking: logic, sequences, conditions
- Creativity: narrative, characters, game rules, and user experience
- Presentation of prototypes and improvements based on feedback

What is a session like?
Welcome and objective of the day: what we are going to build and why
Brief demonstration: example of the challenge or mechanics
Let's do it: guided construction/programming
Testing and improvement: detect errors, iterate, optimize
Close with evidence: share progress, explain decisions, next steps
"Every Saturday adds up: Progress is built session by session.
A program, three routes by stage
En techno inventors We adapt content, pace and type of challenge according to cognitive development and prior experience.
3–5 years
(Initiation)
In‑person
At this stage we look for curiosity, coordination and learning habits.
- Short, guided, and highly visual activities
- Basic logic (sequence, cause and effect)
- Creativity and exploration with close support
Ideal for:
first steps in technology with a positive and structured experience.
6–12 years
(Fundamentals)
Face-to-face and virtual
Here, the "learning by doing" approach is consolidated with clearer and more progressive challenges.
- Block-based construction and programming (and gradual transition to more advanced structures)
- Problem-solving, logical thinking, and collaboration
- Mission-based projects: build, test, improve, present
Ideal for:
students who want to create, experiment and see results every week.
13–18 years
(Advanced / Pre-professional)
Face-to-face and virtual
We work with a mindset of more comprehensive projects and communication of results.
- More complex challenges: design, planning, iteration
- More structured programming (according to level)
- Project presentation and initial portfolio creation
Ideal for:
young people with a genuine interest in technology, engineering, design or development.
Main benefits
(for parents and educators)
STEM + creativity + confidence.
What your child earns (and what you can observe)
STEM skills with purpose:
They don't remain mere concepts; they become concrete projects.
Logical thinking and problem solving:
They learn to identify errors, test solutions, and improve.
Applied creativity:
They design, build, and make decisions (not just “follow instructions”).
More confidence and autonomy:
They go from consumers to creators; they explain their process with pride.
Communication and collaboration:
They work as a team, share progress, and learn to present ideas.
Progress by levels and ages:
The content is tailored to their stage (3–5, 6–12, 13–18).
Visible results for family and school:
prototypes, completed challenges and demonstrable projects.
What a educator or an institution
(if you are evaluating for your community)
- A complement aligned with current skills: computational thinking, creativity, collaboration.
- A practical approach that facilitates transfer to the classroom.
- Learning evidence: projects, demonstrations, and step-by-step progress.
Families and educators In Puerto Rico, they share their experience
“My son talked about his project all the way home. The best part was seeing him explain what he did and why.”
— Mother of participant (6–12)
“I liked the structure. It’s not just 'playing with technology': there are clear goals and support.”
— Parent of participant (3–5)
“As an educator, I value that they practice logic and creativity at the same time. Progress is noticeable after each session.”
— Teacher (13–18)
Not sure if robotics or video games is better for their age?
Instead of guessing, tell us the essentials and we'll help you identify the most suitable route based on age and preferred activity
Saturday Club Registration Form
Complete the registration and we'll contact you with the ideal recommendation.
We will contact you at 24–48 business hours with the guidance and the next step.