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An 8-week beginner coding program

Intro to Python Programming

An 8-week beginner coding curriculum where students learn Python by building small games, interactive programs, and debugging challenges.

Ages
Grades 3-6
Length
8 weeks
Per session
50-60 minutes
You need
A browser

Runs in the browser, no install needed. Nothing to install, no account, and no cost.

week1.py
name = input("What's your name? ")
print("Hello, " + name + "!")

for i in range(3):
    print("Python is fun!")

Output

Hello, Maya!

Python is fun!

Python is fun!

Python is fun!

Week 1, minute 5: your kid's first program runs and prints something back.

What students learn

Real code, from the very first week

Students with no prior experience learn to read and write real Python, one idea at a time. Each week introduces a single concept and ends with a small project the student can run and show off. By the last week, students combine everything they have learned to design and build their own mini game.

8
Weekly projects
0
Setup steps
  • How computers follow instructions
  • How variables store information
  • How programs make decisions
  • How loops repeat actions
  • How functions organize code
  • How lists and randomness make programs more interesting
  • How to find and fix mistakes in code
  • How to design and build a small final project

In the room

This is what a session looks like

Avanza runs this curriculum in public libraries and community rooms. It works the same way at a kitchen table.

  • Students coding on laptops at an Avanza STEM workshop in a library

    Kids work at their own pace, on whatever laptop or Chromebook is in the room.

  • An Avanza STEM coding session running at Roseland Free Public Library

    A volunteer or a parent can lead a session - the lesson page does the teaching.

  • A first Python program on screen, printing a message

    Every week ends with a program that runs and does something the student chose.

The rhythm

Every week follows the same five steps

So students always know what is coming, and a facilitator always knows what happens next.

  1. Learn the idea

    Read a short, plain-language explanation of the one new concept for the week.

  2. Try starter code

    Run working starter code in the browser and change it to see what happens.

  3. Fix a broken example

    Find and repair a small bug in a broken snippet, the way real programmers do.

  4. Build a mini project

    Use the new idea to write and run a small program of your own.

  5. Reflect on what changed

    Answer a short question that connects the code back to your own thinking.

The path

8 weeks, 8 programs

One concept per week. Each week ends with a project students build and run themselves - complete a lesson to unlock the next one.

0 of 8 lessons completed

  1. Week 1

    What is Python?

    The first lesson. Students find out what code really is: exact instructions the computer follows in order. They write and run their own Python program using print() to put words on the screen, and see what happens when one instruction is typed wrong.

    Project: Digital Introduction Card|50-60 minutes

    Not started

  2. Week 2

    Variables and Data Types

    Students give the program a memory. They store words and numbers in variables, then reuse them to build sentences, so changing one line changes the whole program. This is the first step toward a game that can talk about a player by name and keep track of a score.

    Project: About Me Generator|50-60 minutes

    Not started

    LockedComplete Week 1 first
  3. Week 3

    Input and Interaction

    Programs start listening. Students use input() to ask the player a question, wait for the answer, and use that answer in what the program says back. By the end they have a short chatbot that responds to whatever you type.

    Project: Mini Chatbot|50-60 minutes

    Not started

    LockedComplete Week 2 first
  4. Week 4

    Conditionals

    The program starts making choices. Students use if, elif, and else so it does different things depending on the player's answer. They build a short quiz that checks answers and responds to each one - the core of any game that can be won or lost.

    Project: Trivia or Personality Quiz|55-60 minutes

    Not started

    LockedComplete Week 3 first
  5. Week 5

    Loops

    Instead of copying a line over and over, students make the program repeat. Using a while loop, they build a Guess the Number game that keeps asking until the player wins, giving too-high and too-low hints along the way. The secret is fixed for now; Week 7 makes it random.

    Project: Guess the Number Game|60 minutes

    Not started

    LockedComplete Week 4 first
  6. Week 6

    Functions

    As programs get bigger, students package code into functions they can name and reuse. They build small helper functions - greet the player, show the score - and call them whenever they are needed, which is exactly how the final game will stay organized.

    Project: Game Helper Functions|60 minutes

    Not started

    LockedComplete Week 5 first
  7. Week 7

    Lists and Randomness

    Programs become unpredictable. Students store several values in a list and use random.choice() to pick one at random, so the program does something different every run. They build a short adventure game whose path and prize change each time - and meet import for the first time, because now they need it.

    Project: Random Adventure Game|60 minutes

    Not started

    LockedComplete Week 6 first
  8. Week 8

    Final Game Builder

    The final project. Students plan and build their own small Python game, combining everything: variables to track the score, input for the player's moves, conditionals to decide what happens, a loop to keep playing, functions to stay organized, and a list with random to keep it fresh. They start from a working skeleton and make it their own.

    Project: Build Your Own Python Mini Game|60 minutes (or two sessions)

    Not started

    LockedComplete Week 7 first

Week 8 - Capstone

Build Your Own Python Mini Game

The final project. Students plan and build their own small Python game, combining everything: variables to track the score, input for the player's moves, conditionals to decide what happens, a loop to keep playing, functions to stay organized, and a list with random to keep it fresh. They start from a working skeleton and make it their own.

Instead of learning a new idea, students combine everything from the program - variables, input, conditionals, loops, functions, lists, and randomness - to design and build their own Python mini game.

They start from a short plan, add one feature at a time, and test as they go. The result is a small game that is entirely their own, and proof they can get from a blank file to a working program.

It really runs

Python runs right in the browser tab - the same code, the same errors, and the same satisfaction as running it on a real machine. Students can share the finished game by handing over the code they wrote.

For grown-ups

You do not need to know how to code

Every lesson runs in the browser with no setup, so this works as a library coding club, an after-school or weekend workshop, classroom enrichment, or self-paced learning at home.

  • One concept per week, taught in order so each week builds on the last.
  • Every lesson ends with a project students write and run themselves.
  • Short mini, debugging, and extension challenges let students practice at their own pace.
  • All code runs in the browser Python playground, so no installation is required.

What each student needs

A computer, laptop, or Chromebook with a modern web browser (Chrome, Edge, Safari, or Firefox). An internet connection to open the lesson pages and load the in-browser Python playground. Optional: paper for planning code, and headphones if working through lessons individually.

Ready to write the first line?

Start with Week 1 and work through all 8 weeks at your own pace. Your progress is saved on this device - no sign-in, no cost.