About the course
The kids make a plan, assign tasks, and present their projects publicly. They learn to check themselves and correct errors, including those in other people's code.
The skills of programming, systems thinking, project creation, and the ability to work in a team will be useful for a successful career in any field.





1 academic year
14 – 17 years old
Groups of 8-12 children
Once a week
90 minutes
Weekdays or weekends
Visual programming develops a child's imagination and teaches them to correctly set goals and search for ways to achieve them in game form
In addition to working at the computer, the children draw, think, invent and design in groups, and give presentations
At the end of the course, the children will create their own project - a game, a cartoon, or an interactive book
What will a child learn in a programming course:
program professionally in Python

analyze and visualize data

write programs and games of varying complexity
understand which professions Python programming skills will come in handy for

solve tasks that are given during the interview process with the largest companies
Fill out an application and very soon one of our specialists will contact you
Courses
Age
Availability
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Subject plan
Module 1. Basics of the language

Topics

  • Getting to know the language

  • Variables. The input() function

  • Expressions. Data types


Educational outcomes

  • The student lists the built-in data types (symbol, number).

  • The student knows how to program arithmetic operations.

  • The student can calculate and display data using input() and print().

  • The student knows how to find an error in their program.


Settings:

  • The student understands that errors are a learning tool.


Contents

  • Tasks in the workbook and on the platform to learn the new material.

  • Avatar program. The program greets the student with a message and asks about their age and hobbies.


Module 2. Control structures

Topics

  • Conditional operator. Comparing numbers and strings

  • Nested conditional operators

  • Loops


Educational outcomes

Subjects:

  • The student knows the conditional operator and the while loop.

  • The student understands how a conditional operator is applied inside a conditional operator (a nested conditional operator) or inside a loop.

  • The student knows the requirements for arranging code and follows them (indentation, colons, comments).

  • The student knows that the iterative approach is phased development with constant analysis of the result.

  • The student writes the program in stages (iteratively).


Contents

  • Tasks in the workbook and on the platform to learn the new material.

  • The Chat bot program in the console. It welcomes the user, guesses things, works with a calculator, and solves quadratic equations.


Module 3. Functions and modules

Topics

  • Creating functions

  • Loops and functions

  • Creating modules. The random module


Educational outcomes

  • The student knows how to create a function and use it.

  • The student knows that a module is a program file that can be linked to another program.

  • The student understands the purpose of the random module (assigning random numbers).

  • The student knows how to link random and use the randint() function


Settings:

  • The student understands that when working on a program it is important to receive feedback.

  • The student knows how to modify a program based on feedback


Contents

  • Tasks in the workbook and on the platform to learn the new material.

  • The "Guess the number" game.


Module 4. The Turtle module

Topics

  • Turtle. Linear algorithms

  • Turtle. Variables and functions

  • Turtle. Loops

  • Turtle. Conditional operator


Educational outcomes

  • The student understands that the Turtle module is for creating graphic objects.

  • The student uses the module functions forward(), left(), color(), and others.

  • The student uses the structures they studied before with the Turtle tools.


Settings:

  • The student is not afraid to solve tasks that they have not encountered before.

  • The student knows how to present their work

  • The student understands that any routine process can be automated.


Contents

  • Tasks in the workbook and on the platform to learn the new material.

  • The "City" project. A program that can create drawings (a pattern of stars in the sky, building a village, an image of a robot, etc.). The user enters the city's parameters: the numbers of houses and trees, what the current weather is like, and the program generates a corresponding landscape. Some of the parameters can be set randomly or might depend on the user's answers, for example, if their mood is sad, then rain will be generated, or if it's cheerful, then it will be sunny.


Module 5. Object-oriented programming

Topics

  • Objects, properties, methods

  • Events and how to process them

  • Classes

  • Inheritance


Educational outcomes

  • The student understands what objects, properties, and methods are.

  • The student knows how to use ready-made objects in their programs.

  • The student understands that inheritance (an important property of OOP) is the ability to use ready-made properties and methods while adding their own to them.

  • The student knows how to create an inheritance class of an existing class.


Contents

  • Tasks in the workbook and on the platform to learn the new material.

  • A program that contains buttons and reacts to them being pressed. An arcade game where the object is the heir to the turtle who walks around the field to get to the goal.


Module 6. Design module

Topics

  • The Play library: assigning sprites, sprites as physical objects, timer

  • Lists: assigning a list of objects, enumerating the list by index


Educational outcomes

  • The student understands that Play is a simple and powerful tool for creating games and applications.

  • The student knows how to work with sprites like physical objects.

  • The student understands how the physics described on Play work.

  • The student knows that a list is a structure for storing any type of data.

  • The student knows how to work with list items by index.


Settings:

  • The student understands that it is impossible to remember everything, so it is important to be able to use external sources of information.


Contents

  • The "Maze" training project. A program in which a sprite must bypass obstacle sprites and reach the finish line.

  • Projects of your choosing: "Screen Pet," "Slot Machine," "Ping Pong," "Fractal," etc.

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