Python for Kids

Intended Audience

  • A minimum of Grade 7 is required to do this course

What do I need?

  • If Live Online Training : A laptop, and a stable internet connection. The recommended minimum speed is around 10 Mbps.
  • If Classroom Training : If you are not brining your own laptop (recommended), please let us know so we can have one ready for you.


  • A progress report will be issued for an incomplete year
  • After all classwork is completed, and the assessments passed, a Competency Certificate will be issued


  • 12 Months (40 one hour lessons, 10 per term, one per week)


  • You will know useful features for a beginning programmer
  • Python has an interactive shell ito which you can enter your programs and see them run
  • You will be able to put together simple animations for creating your own games


Learning to Program

    1. Not all Snakes Slither

  • A few words about Language
  • Installing Python
    • Installing Python on Windows
    • Installing Python on Mac OS X
    • Installing Python on Ubuntu
  • Once you've installed Python
  • Saving your Python Programs
  • 2. Calculations and variables

  • Calculating with Python
    • Python Operators
    • The order of operations
  • Variables are like Labels
  • Using variables
  • 3. Strings, Lists, Tuples and Maps.

  • Strings
    • Creating Strings
    • Handling Problems with Strings
    • Embedding values in Strings
    • Multiplying Strings
  • Lists are more powerful than Strings
    • Adding items to a list
    • Removing items from a list
    • List Arithmetic
  • Tuples
  • Python maps won't help you find your way
  • What you learned
  • Programming Puzzles
    • #1: Favorites
    • #2: Counting Combatants
    • #3: Greetings

    4. Drawing with Turtles

  • Using Python's Turtle Mode
    • Creating a Canvas
    • Moving the Turtle
  • What you learned
  • Programming Puzzles
  • #1: A Rectangle
  • #2:A Triangle
  • #3:A Box without Corners
  • 5.Asking Questions with if and else

  • if Statements
    • A Block is a Group of Programming Statements
  • if-then-else Statements
  • if and elif Statements
  • Combining Conditions
  • Variables with No Value - None
  • The Difference between Strings and Numbers
  • What you learned
  • Programming Puzzles
    • What you learned
    • #1:are you rich?
    • #2:Twinkies!
    • #3:Just the Right Number
    • #4:I Can fight those Ninjas

    6. Going Loopy

  • Using for Loops
  • While we're talking about looping
  • What you learned
  • Programming Puzzles
    • The Hello Loop
    • Even Numbers
    • My Five Favorite Ingredients
    • Your weight on the moon

    7. Recycling your Code with Functions and Modules

  • Using Functions
    • Parts of a function
    • Variables and Scope
  • Using Modules
  • What you learned
  • Programming Puzzles
    • #1:Basic Moon Weight Function
    • #2:Moon Weight Function and Years
    • #3:Moon Weight Program

    8. How to use classes and objects

  • Breaking things into Classes
    • Children and Parents
    • Adding objects to Classes
    • Defining Functions of Classes
    • Adding Class Characteristics as Functions
    • Why Use Classes and Objects?
    • Objects and Classes in Pictures
  • Other Useful Features of Objects and Classes
    • Inherited Functions
    • Functions Calling Other Functions
  • Initializing an Object
  • What you learned
  • Programming Puzzles
    • #1:The Giraffe Shuffle
    • #2:Turtle Pitchfork

    9. Python's Built-in Function

  • Using Built-in Function
    • The abs function
    • The bool Function
    • The dir Function
    • The eval Function
    • The exec Function
    • The float Function
    • The int Function
    • The len Function
    • The max and min Functions
    • The range Function
    • The sum function
  • Working with files
    • Creating a Test File
    • Opening a File in Python
    • Writing to Files
  • What you learned
  • Programming Puzzles
    • #1:Mystery Code
    • #2:a Hidden Message
    • #3:Copying a File

    10. Useful Python Modules

  • Making copies with the copy Module
  • Keeping Track of Keywords with the keyword Module
  • Getting Random Numbers with the random Module
    • Using randint to Pick a Random Number
    • Using choice to Pick a Random Item from a List
    • Using shuffle to Shuffle a List
  • Controlling the Shell with the sys Module
    • Exiting the Shell with the exit function
    • Reading with the stdin Object
    • Writing with the stdout Object
    • Which Version of Python Am I Using?
  • Doing Time wiwth time Module
    • Converting a Date with asctime
    • Getting the Date and Time with localtime
    • Taking Some Time Off with sleep
  • Using the pickle Module to Save Information
  • What you learned
  • Programming Puzzles
    • #1:Copied Cars
    • #2:Pickled Favorites

    11.More Turtle Graphics

  • Starting with the basic Square
  • Drawing Stars
  • Drawing a Car
  • Coloring things in
    • A Function to Draw a Filled Circle
    • Creating Pure Black and White
  • A Square-Drawing Function
  • Drawing Filled Squares
  • Drawing Filled Stars
  • What you learned
  • Programming Puzzles
    • #1:Drawing an Octagon
    • #2:Drawing a Filled Octagon
    • #3:Another Star-Drawing Function

    12. Using tkinter for Better Graphics

  • Creating a Clickable Button
  • Using Named Parameters
  • Creating a Canvas For Drawing
  • Drawing Lines
  • Drawing Boxes
    • Drawing a Lot of Rectangles
    • Setting the Color
  • Drawing Arcs
  • Drawing Polygons
  • Displaying Text
  • Displaying Images
  • Creating Basic Animation
  • Making an Object react to Something
  • More Ways to Use the Identifier
  • Programming Puzzles
    • #1:Fill the Screen with Triangles
    • #2:The Moving Triangle
    • #3:The Moving Photo



    13. Beginning Your First : Bounce!

  • Whacck the Bouncing Ball
  • Creating the Game Canvas
  • Creating the Ball Class
  • Adding Some Action
    • Making the Ball Move
    • Making the Ball Bounce
    • Changing the Ball's Starting Direction
    • What you learned

    14.Finishing Your First Game: Bounce!

  • Adding the Paddle
    • Making the Paddle Move
    • Finding Out When the Ball Hits the Paddle
  • Adding an Element of Change
  • What you learned
  • Programming Puzzles
    • #1:Delay the game Start
    • #2:A Proper "Game Over"
    • #3:Accelerate the Ball
    • #4:Record the Player's Score


    Stick Man Races for the Exit

    15. Creating Graphics for the Mr Stick Man Game

  • Mr Stick Man Game Plan
  • Getting GIMP
  • Creating the Game Elements
    • Preparing a Transparent Image
    • Drawing Mr Stick Man
    • Drawing the Platforms
    • Drawing the Door
    • Drawing the Background
    • Transparency
    • What you learned

    16: Developing the Mr Stick Man game

  • Creating the Game Class
    • Setting the Window Title and Creating the Canvas
    • Finishing the _init_Function
    • Creating the Mainloop Function
  • Creating the Coords Class
  • Checking for Collisions
    • Sprites Colliding Horizontally
    • Sprites Colliding Vertically
    • Putting it all together: Our final Collision: Detection Code
  • Creating the Sprite Class
  • Adding the Platforms
    • Adding a Platform Object
    • Adding a Bunch of platforms
  • What you Learned
  • Programming Puzzles
    • #1:Checkerboard
    • #2:Two-Image Checkerboard
    • #3:Bookshelf and Lamp

    17.Creating Mr Stick Man

  • Initializing the Stick Figure
    • Loading the Stick Figure Images
    • Setting Up Variables
    • Binding to Keys
  • Turning the Stick Figure left and Right
  • Making the Stick Figure Jump
  • What we have so far
  • What you learned

    18: Completing the Mr Stick Man Game

  • Animating the Stick Figure
    • Creating the Animate Functionl>
    • Getting the Stick Figure's Position
    • Making the Stick Figure Move
  • Testing Our Stick Figure Sprite
  • The Door
    • Creating the DoorSprite Class
    • Detecting the Door
  • Adding the Door Object
    • The Final Game
  • What you learned
  • Programming Puzzles
    • #1:"You Win!"
    • #2:Animating the Door
    • #3:Moving the Platforms

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