Python Programming Activities for Kids

Are you looking for Python programming activities for kids? Great news! TechnoKids Inc. has just released TechnoTurtle. This project is ideal for elementary and middle school students new to text-based programming languages. The lessons use Python and the Turtle library of commands to teach computer science concepts.

Build Original Creations Using Programming Activities for Kids

Empower your students to become programmers! Instead of using instructional materials that promote the mindless copying of scripts to write programs, teach with lessons that emphasize exploration and experimentation. TechnoTurtle gradually introduces programming concepts that are then applied to code original creations.

In the TechnoTurtle project, students become programmers. They follow step-by-step instructions to build programs that solve mazes, create artwork, and play games. The fun begins when students edit code to gain an understanding of the structure of Python scripts. Once familiar with basic concepts, students are introduced to debugging, loops, variables, and conditional logic. Ignite an interest in programming with meaningful activities designed for beginners.

About the TechnoTurtle Python Project

The TechnoTurtle project has everything you need to introduce Python programming to your students in Grades 3-8. It is jam-packed full of programming activities for kids:

  • 30 Coding Assignments – The assignments are divided into six Sessions. Each Session targets a different coding project and programming skill. The Sessions gradually progress in difficulty, with students transferring their skills to new tasks.
  • 5 Programming Reviews – The programming review questions include fill-in-the-blank, true or false, multiple choice, or short answer. They assess knowledge of Python, Turtle commands, and debugging techniques. The files are customizable allowing teachers to add, delete, or edit the content.
  • 5 Skill Reviews – The skill reviews have students apply their programming knowledge to build a program. The activities use the same skills taught within the Session in a novel way. This provides an opportunity to solidify learning.
  • 6 Extension Activities – The extension activities challenge students to extend their knowledge of Python programming. The enrichment activities introduce new skills and computer science concepts. They are ideal for students who have a keen interest in coding and want to do more.
  • Assessment Tools – The project includes multiple methods of assessment to evaluate coding projects. The materials include self-assessment checklists, peer review checklists, coding journal reflection, marking sheets, and a summary of skills. All files are customizable.

Helpful Python Resources Support Learning

  • Python Templates – To jump start learning TechnoTurtle has several templates that invite young programmers to edit code. This allows them to gain an understanding of how scripts are constructed. It also encourages them to actively discover ways to alter output by changing values. In addition, by “breaking” existing code they explore debugging techniques to find and fix errors.
  • Python Examples – TechnoTurtle includes sample files for all programs developed in the project. These files can be used to demonstrate the final product as a source of inspiration. Furthermore, they can also be used as an answer key or reference point when assisting students with their own original creations.
  • Python and Turtle Reference Files – Helpful resources support learning. TechnoTurtle includes a reference sheet that summarizes Python functions and Turtle commands at a glance. A Turtle canvas worksheet helps students plot x and y coordinates to place objects. Moreover, a Color Names file provides an easy way to customize coding projects to enhance the overall design.
  • and more!
Loop a set of instructions to design colorful artwork.

Programming Activities for Kids – TechnoTurtle Sessions

The TechnoTurtle project has Python programming activities for kids. The assignments are divided into six Sessions:

Session 1 – Python, Turtles, and Bugs

In session 1, students become programmers. To start they learn how the programming language Python is used in daily life. Next, they visit the Turtle library to study the commands and make predictions about their function. They test their ideas by modifying a program to control what it draws. Once familiar with how to run a Python program, students add bugs to the code. This allows them to identify and fix common errors.

Session 2 – Conquer the Maze

In session 2, students control the movement of a Turtle through a series of mazes. The fun begins when the young programmers write their first script. It marches a Turtle around the screen by moving forwards, backwards, and turning. Once they have mastered this set of commands, students are challenged to develop a script that will guide a Turtle through a maze. Can they solve the puzzle?

Session 3 – Draw Pictures

In session 3, students write code to draw pictures. To start, they learn how to plot a point on the canvas using x and y coordinates. They apply this knowledge to stamp a unique design. Next, the young programmers follow instructions to design a robot by combining lines, rectangles, circles, dots, and symbols. Once familiar with how to control the Turtle’s drawing tools, students build their own program to draw a picture.

Session 4 – Design Colorful Spirographs

In session 4, students paint stunning artwork. To start, they learn code that repeats a set of instructions forever or for a specific number of times. Next, they complete a series of exercises to discover how to construct looping geometric shapes called spirographs. Once students are familiar with designing patterns, they use the Random library to produce colorful creations.

Session 5 – Create a Mad Lib Generator

In session 5, students design a word game, called a Mad Lib. It has players provide a list of words that are used to complete a silly sentence or story. To prepare for this coding task, students learn about variables by chatting with the computer. Next, they edit a Mad Lib party invitation to discover how to join variables and text together to form sentences. Once familiar with the structure of the code, they program their own wacky word game.

Session 6 – Invent a Carnival Game

In session 6, students become game designers. They combine Python and Turtle programming commands to produce a Carnival Game. To start, they learn about if, elif, and else. Once familiar with conditional logic they invent a game that prompts the player to pick an option to win a prize. Optional challenges enrich the design such as looping a flashing message or showing a picture of their winnings. Get ready for fun! Step right up to win a prize!

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