● Bozoma Innovation Hub · Aiyinasi, Ghana
A course for people who have never done this before. You start knowing nothing about electronics or programming. You finish having built nine real things, one at a time, at your own speed, ending with something somebody actually asked you for.
Start with Band 0 → Explore every lab in 3D
Free to use. Nothing to sign up for. About 65 hours of work across nine bands.
An Arduino is a very small computer on a flat board. It has no screen and no keyboard. What it can do is control electricity: switch on a light, read a sensor, move a motor, and decide what to do about what it finds.
This course teaches you to use one. It assumes you know nothing at the start, and it does not skip steps. Every instruction says what you should see afterwards, and what to do if you do not see it.
You work at your own speed. There is no class to keep up with, nothing to fall behind on, and no way to be late.
Resistors carry their value in coloured stripes: black for 0, brown for 1, red for 2, and so on. The bands of this course are named after the same colours, in the same order. In Band 1 you learn to read that code, and your own band name stops being decoration.
Work through them in order. Each one needs the one before it, and each one ends with something real.
What the board is, what each part does, and how to send it a program. You finish by making it blink a pattern that belongs to you and nobody else.
Open Band 0 →Your first real circuit. How a breadboard works, how to wire a light so it does not burn out, and how to run three lights in an order you designed.
Open Band 1 →Brightness, colour, and your first repeating loop. You find out the board cannot really dim a light at all, and you prove it with your own hand.
Open Band 2 →Buttons, and why they are stranger than they look. Floating pins, the serial monitor, and teaching the board to remember.
Open Band 3 →Sensors give you a number instead of a yes or no. And a number means nothing until you go and measure what it means.
Open Band 4 →The hardest band and the most important. You write your own instructions, and find out why delay has been holding you back since Band 0.
Open Band 5 →A servo, a gate made of card, and the first problem that is not about code at all: a moving thing needs real power, and two power sources need one shared ground.
Open Band 6 →Measuring distance with sound you cannot hear, and saying the answer on a screen of its own. Sixteen characters turns out to be a design problem.
Open Band 7 →No new parts. A brief from a real person, criteria written before you build, a state machine, and an honest answer to whether it worked.
Open Band 8 →The first six bands teach you the parts and the ideas. The last three are about what happens when a project has to leave your desk: it has to push something, it has to speak for itself, and somebody who is not you has to be able to use it.
Most bands now offer a second build that reaches the same place by a different route. A keypad instead of four buttons. A rain plate instead of a light sensor. A fan on a transistor instead of the servo gate. Same band, same evidence, different hardware and a different afternoon.
They exist for three reasons.
Which part have I got settles the two components in these kits that come in two kinds looking almost identical: the buzzer and the RGB light. Twenty-five minutes, and a facilitator should do it once for the whole hub and label the bags.
Invent a project is the one to read when the pages run out. Ten things in your box that sense, nine that act, six rules this course teaches for deciding between them: about five hundred devices, from parts you already own. It carries the pin budget that kills most invented projects, and the four questions that kill a bad idea in five minutes rather than at the end of an evening.
Idea bank lists 52 things you could build, grouped by the band that gives you everything they need, each with a real person, a rule in one sentence and the parts. Every band page also ends with its own What you can build now.
Every band page that has alternatives lists them near the top, under Choose your build. Each project page says exactly what it swaps out, what it does not teach, and what you still owe the band before you can claim it.
You can finish all nine bands, understand every one, and have nothing to show for it but a box of parts and a notebook. That is the ordinary ending and it is a waste, because nobody deciding about a job or a place on a course can look inside your head.
So every band ends with one more thing, and it is deliberately small: one video under sixty seconds, and one post of five lines.
It is not extra work. The video is the same one the band already asks for as evidence. You are doing one piece of work once, somewhere a person can see it, instead of doing it privately and describing it later from memory.
The four shots that make a good forty-five second build video, the five-line post template with a worked example, and the three checks to make before anything goes public.
Nine videos and nine posts, made while you were learning rather than remembered afterwards, is a portfolio. Very few people who finish an electronics course have one. Writing about a build is also where you find out whether you understood it, which is the part that catches everybody.
arduino.ccEach band page also links the sketches it needs. Every file opens with a plain-English header saying what it does and how to wire it, hole by hole.
Every band follows the same six steps, in the same order. After two bands you will stop needing to be told what comes next.
The order is not random. You read working code before you write any. You commit to a guess before you find out the answer. You change somebody else's program before you write your own from nothing. Each of those is easier than the one after it, and each one prepares you for it.
The minutes shown on each part are for the activity itself, if nothing goes wrong. They do not include your build log, finding someone to test your build, or fixing it afterwards. The band totals allow for all of that.
Being stuck is part of this. Everybody is stuck often, including people who have been doing it for years. What matters is what you do next.
If you are a facilitator, parent or teacher rather than a learner, there is a separate page for you: how a band is passed, what to collect, the faults that account for most problems, and how to read a photograph of a breadboard.