Python Foundations
Your first real text-coding language: write, run and fix Python programs of your own.
A first course in typed code. Students learn to print, store data in variables, ask the user questions, make decisions and repeat things with loops, then use everything to build a quiz game, a number-guessing game and a final project of their own.
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About this course
Python Foundations is where students move from blocks (or from nothing at all) to typing real code. Python is a language used by professional programmers, scientists and game makers, and it is also one of the friendliest languages to start with because it reads a lot like English.
Every lesson is taught live and 1-to-1, so the pace follows the student. In each session the student writes the code themselves while the instructor guides with questions. Between sessions, auto-checked practice problems let the student test their understanding and see straight away whether their program works.
Along the way students learn one of the most important habits in coding: reading error messages calmly and fixing them. Mistakes help us learn, and by the end of the course students treat a red error message as a clue, not a problem.
The course finishes with three projects: a quiz game, a number-guessing game using random numbers, and a final project that the student plans and builds themselves.
What your child will learn
- Write and run Python programs that print text and results
- Store and change information using variables, strings and numbers
- Ask the user for input and convert it with int() and float()
- Format output neatly with f-strings
- Make decisions with if, elif, else, and, or and not
- Repeat actions with for loops, range() and while loops
- Read error messages and fix bugs independently
- Plan, build and test small games and programs of their own
Course structure
- 1
Hello Python
Write your first programs, work with text, add comments and learn to read error messages like a detective.
3 lessons
- 2
Variables & input
Store information in variables, do maths, ask the user questions and format answers neatly with f-strings.
4 lessons
- 3
Decisions
Make programs that choose what to do using comparisons, if, elif, else and the logic words and, or and not.
3 lessons
- 4
Loops
Repeat code with for loops, range() and while loops, and use loop patterns like counters, totals, building strings and break.
3 lessons
- 5
Projects
Bring everything together in a quiz game, a number-guessing game with random numbers, and a final project of your own design.
3 lessons
Example projects
Quiz game
A quiz on a topic the student loves, which keeps score and gives feedback on every answer.
Number-guessing game
The computer picks a secret random number and gives 'higher' or 'lower' hints until the player finds it.
Final project
A program the student designs: a calculator, a story generator, a fitness tracker, a game, or their own idea.
