Students read how YouTube, games, and films are engineered to move emotion, then design their own work. The same three subjects run from grade 3 through high school, online or in person in Apgujeong, in 1:1 and small-group (1:n) formats.
Written by the CIT teaching team | Reviewed by the CIT curriculum team | Last verified: August 8, 2026 | Next review: at the next curriculum revision
The power to make media that moves people comes from stating an intent precisely and measuring the result honestly, not from flashy editing. So every course opens on the same question. Who was this scene built to make feel what?
A student who has answered that question does not only consume media. They can read why a particular color and a particular pace were chosen. In their own work, they set those values themselves.
Decide who should feel what.
Write the emotional goal as design values another person could execute.
Have an AI agent build it, then check the result against the spec.
Confirm with self-report from real people and revise on the data.
Reading Emotion, Measuring Emotion, Designing Emotion Systems. The three subjects run under the same names from grade 3 through high school. The tools are Scratch for elementary, App Inventor and Scratch for middle school, and Python for high school.
Students watch how picture and sound move a mood. They see and hear for themselves why fast cuts differ from slow ones and bright colors from dark ones. In high school they read the models of emotion science, and the debates still open in it, from primary sources and settle on their own position.
Students mark a mood as numbers on an emotion coordinate map. Elementary students plot the emotional line of a story. Middle school students compute means and distances through A/B feel tests that compare two versions. High school students design and run perception experiments such as contrast calculations and cut-pace curves.
From an intended emotion, students set design values in color, sound, and timing and have an AI agent build them. Elementary students make a video letter carrying a feeling, middle school students an app directed through a mapping table, and high school students a capstone directed with Python and a repository.
Session counts are the standard run and are adjusted to the student's pace. Which subject a student starts with is decided in the consultation.
Grades 3 to 5 · Scratch
It starts with the habit of marking a mood on an emotion map. With Scratch blocks and a teacher-mediated agent, students carry it through to a first finished work.
All AI calls are mediated by the teacher.
Grades 6 to 8 · App Inventor and Scratch
Students meet the same three subjects again through experiment and number. Builds are run by an agent working from a mapping table, and the teacher confirms every run.
Agent build runs are confirmed by the teacher.
Grades 9 to 12 · Python
Reading and measuring are grounded in primary sources and math labs, then the capstone is built through Python and repository-based agent direction.
Publishing a work outside the class goes through approval.
Because these classes work with emotion, we settled what we will not do before anything else. The rules below apply to every band and every session.
The question a feel test settles is never "is this good?" but "did the emotion I specified arise in that person?" What is graded is the spec the student wrote, not the sentence they typed at the AI. Diagnosing a failure is the learning.
It is a curriculum about how YouTube, games, and video move emotion. Students read how a scene is built and measure the response in numbers. The emotion they intend is written into a spec and built into a work together with an AI agent. Tools are matched to the grade: Scratch, App Inventor, and Python.
Grade 3 and up. The program is divided into three bands: grades 3 to 5, 6 to 8, and 9 to 12. Which subject a student starts with inside a band is decided in a consultation that reviews the student's experience.
No. No stage of the program uses AI that records or infers a student's face, voice, gesture, or physiological signals. Emotion responses come only from self-report the student marks personally. Even in the sessions that cover emotion recognition AI, the practice work uses public images only.
Yes. Elementary students start with Scratch blocks, and middle school students use App Inventor and Scratch. Students practice writing exactly what they want built before they practice code syntax. For the high school courses, where students run Python themselves, readiness is confirmed in the consultation.
What is graded is the spec the student wrote, not the sentence they typed at the AI. Writing an emotional goal as values another person could execute, measuring how far the result landed from that goal, and changing one thing on the evidence of data are work the AI cannot do for them.
Only inside a consented story or game frame. For elementary and middle school the ceiling is spooky. Designs that hold attention against the viewer's interest, known as dark patterns, are objects of analysis and are never assigned as builds.
Elementary students finish with a video letter carrying a feeling, middle school students with an app directed through a mapping table plus the record of their A/B feel tests, and high school students with a capstone built to a spec and pass criteria plus a demo presentation. Awards and admissions outcomes are not promised.
Across the three subjects the standard is 32 sessions for elementary, 36 for middle school, and 36 for high school. Session counts are the standard run and are adjusted to the student's pace and to the consultation.
In the consultation we go through the YouTube channels and games the student watches and their coding experience, and settle the band and the starting subject together. Free consultation and placement test available.
For students who would rather point the same build-and-verify loop at a physical robot and computer vision.
Start from a subject interest and design a student-owned AI+X project.
See every CIT course, from first steps to competition and exam preparation.