Course Includes:
- Price:KES 7,000
- Duration:10 Sessions
- Language:Python
- Certificate:Yes
Ready to become a Python explorer? In this awesome course, young adventurers will learn Python—the coding language that powers games, robots, and even cool apps! Through fun projects like making a mini-game or a storytelling program, kids will unlock the secrets of coding and create their own digital magic by the end.
This course is perfect for kids new to coding or those ready to level up. No experience needed—just curiosity and creativity! We’ll guide you step-by-step to make something super cool with Python.
In 2025, Python is everywhere! Learning Python is like getting a key to a treasure chest of tech fun. Kids will love solving puzzles, building projects, and showing off their creations—it’s a blast and a brain-booster all in one!
This 10-day journey is packed with hands-on Python fun! Kids will build projects like a guessing game or a digital pet, learning the basics along the way. Here’s what we’ll explore:
Students are introduced to what programming is and why Python is a great first language. They’ll set up their coding environment and run their first Python code. Key concepts like the role of a programmer, how a computer executes instructions, and the basic structure of a Python program are covered. By the end of this lesson, students will have written a simple “Hello, World!” program and experimented with printing messages and simple math, sparking excitement for the journey ahead.
This lesson introduces variables as containers for information and explores basic data types (numbers and text). Students learn how to create variables to store integers, decimals, and strings, and how to use these values in calculations or text manipulation. They practice with examples like tracking points in a game or storing a user’s name. By the end, students will build a tiny calculator that adds or multiplies numbers, illustrating how variables make programs dynamic. (Real-world context: understanding that apps use variables to remember data, like score in a game or profile information.)
Students learn how to make their programs interactive using user input. This lesson covers the input() function to read text from the user and introduces converting input into numbers for calculations. With these skills, students can personalize program output. They’ll create a small interactive program – for example, a personalized greeting or an age-in-dog-years calculator – that asks the user for information and responds. This makes programs feel more like real applications that respond to users. (Real-world context: web forms or game input – showing how programs take user data and process it.)
This lesson introduces conditional statements so programs can make decisions. Students learn to use if, else, and elif to execute different code based on conditions (comparisons like greater than, equal to, etc.). We discuss real-world examples of decision logic, like game rules (e.g., “if score >= 100 then level up”) or simple AI behavior (“if sensor detects obstacle, turn robot”). Students will apply conditionals in a fun project, such as a "Guess the Secret Number" one-shot game or a "Weather Dresser" (suggest what to wear based on temperature). These examples show how programs can react differently to different inputs. (Real-world context: conditionals are used in everything from login systems (if password is correct) to recommendation engines.)
Students learn how to automate repetitive tasks in code using loops. The lesson covers the two primary loop types in Python: for loops (great for running a fixed number of times or over a list of items) and while loops (great for looping until a condition is met). We use everyday analogies (like looping through a playlist of songs, or continuing to roll dice until you get a six) to make the concept relatable. In coding exercises, students might print a fun pattern or repeatedly prompt for a correct answer. The highlight is creating a "Guess the Number" game, where the program keeps asking the user to guess a secret number until they get it right – a classic game that demonstrates looping and conditional logic together. (Real-world context: loops are used in game development for repeating gameplay frames and in AI for iterating over data training models.)
This lesson introduces functions as a way to organize and reuse code. Students learn how to define their own functions using def and how to call (use) them. We discuss real-world reasons for functions: breaking down big problems into smaller pieces and avoiding repetition (just like breaking a task into subtasks). Simple examples like a function to greet a user, perform a calculation, or check if a number is even make the concept clear. Students will refactor some previous code by moving repetitive logic into functions – for instance, creating a function to display a separator line or a function to validate a guess in the number game. By the end, they’ll apply functions in a practical mini-project, such as building a simple calculator with functions for each operation or a unit converter (e.g., miles to kilometers), illustrating how functions make code neater and more modular. (Real-world context: functions are like building blocks in all software – e.g., a web app might have a function to send an email, a game might have functions to move a character.)
Students discover how to handle multiple pieces of data using lists (Python’s basic collection type). We introduce lists as ordered sets of items (like a shopping list or a high-score table in a game) and cover how to add/remove items and access elements. Students practice iterating over lists with loops to process each item. Real-world ties are made by mentioning that lists can hold sensor readings, player names, or data from a survey. As a practical application, the class will build a fun program like a "Magic 8-Ball" or random joke generator: they’ll store a list of possible answers or jokes, then on each run (or each user prompt) the program picks one at random to display. This shows how lists (and a random library function) can create dynamic, unpredictable output – a touch of simple AI behavior by responding differently each time. (Real-world context: lists are used everywhere, from keeping track of users on a website to storing levels in a game.)
This lesson shifts gears to graphics, using Python’s Turtle library for a simple foray into visual programming. Turtle allows students to draw on the screen with code, making programming more tangible and artistic. Students learn to import a library and use its functions – a gentle introduction to the vast world of Python libraries. They will move a turtle “pen” to draw shapes, lines, and colors. By combining loops with turtle commands, they can create repeating patterns and designs. During the session, everyone will code a small graphics project, like drawing a geometric shape (square, triangle) or a spiral pattern, and more advanced students might draw a simple scene (house, flower, etc.) using combinations of shapes. This visual approach reinforces loops (for drawing repetitive patterns) and shows another side of programming – how games and animations can be created. (Real-world context: this is a taste of game development and animation – the same concepts underlie how simple graphics and even character movements work in games.)
In this penultimate lesson, students integrate the concepts they’ve learned by building a more complex program step-by-step with the instructor’s guidance. This serves as both a review and a preparation for the independent capstone project. Possible projects include a Quiz Game (where the program asks a series of questions and checks answers), a Choose-Your-Own-Adventure story (where the user makes choices to navigate a story), or a simple text-based game. For example, in a Quiz Game, students will use input (for user answers), conditionals (to check answers and give points), loops (to go through multiple questions), and maybe lists (to store questions or scores). This lesson emphasizes program design: breaking the project into parts (setup, asking questions, checking answers, keeping score, ending the game) and implementing them one by one. By the end, students will have a fully functional small application and a lot of pride in how far their skills have come. (Real-world context: this mirrors how real software is built by combining various features – the same building blocks could make a simple educational app or the logic of a game show program.)
In the final lesson, students step into the driver’s seat to create a capstone project that showcases everything they’ve learned. This project is student-driven – with guidance from the instructor, each student (or team) will plan and build a Python program of their own design. They are encouraged to pick something they’re passionate about: it could be a small game (like a more advanced text adventure or a trivia game), a utility program (like a personal planner or a simple calculator with a twist), or even a prototype of a simple AI chatbot that responds to user input in funny ways. The session is structured with time to plan the project (decide what to make, what features it needs), code it, and then share or demonstrate it at the end. This capstone solidifies their learning by requiring them to use core concepts in a self-directed way. The course concludes with each student proudly presenting their project, celebrating their new skills and creativity.