Tag Archives: programming

NEW! TechnoPython – Python Lessons for Beginners

Do you need Python lessons for beginners? If yes, then you will be happy to learn more about TechnoPython. It is a new programming technology project from TechnoKids. This curriculum resource includes coding activities that are ideal for middle school and high school students.

In TechnoPython, your students become game developers. They learn the Python programming language by building games such as Pet Monster Rescue, Guess It, and Adventure Quest. To conclude the curriculum unit, students share their favorite Python program in a coding presentation.

Not only do the Python lessons teach fundamental programming concepts, but they also spark an interest in computer science. At the same time, the assignments develop soft skills that are highly valued in a programmer, such as curiosity, logical thinking, persistence, and creativity.

TechnoPython has Python lessons for beginners,

Complete Python Programming Missions

In TechnoPython, students learn the Python programming language by completing programming missions. Each mission begins with the basics and then advances to more complex tasks. With this in mind, you can assign one mission or do them all! In fact, TechnoPython offers so much flexibility, you can use the lessons as part of computer science class, programming unit, Python workshop series, or for an Hour of Code.

Coding Jungle Programming Mission

The goal of the Coding Jungle Mission is to gain an understanding of the Python programming language. The mission has four tasks. To start, students experiment with code to learn about the role of a programmer and about terminology. Next, they play the Python Hunt game and edit the program to discover how it works. Afterwards, they develop debugging skills by adding “bugs” or mistakes to the Catch the Bugs game. These assignments are ideal for beginners.

Coding Jungle Mission
Introduce the Python programming language to beginners in the Coding Jungle mission.

Pet Monster Rescue Programming Mission

In the Pet Monster Rescue Mission, students design a program that matches an owner to their ideal pet. The mission has four tasks. First, students learn about strings, integers, and variables so that they understand how to write text and ask questions. Next, they apply this programming knowledge to inform others about the adoption process. Afterwards, they complete a flowchart that outlines the logic needed to match a person to a pet. Finally, they build the decision-making code that determines if a pet with horns, scales, one eye, or many arms is a good fit. This is done by writing if and else statements that use logical operators. These Python lessons for beginners include extra challenges to improve the program and make it unique.

Pet Monster Rescue
Write if statements using logical operators to match a person to their ideal pet.

Guess It Programming Mission

In the Guess It Mission, students build a guessing game. It asks players to guess a number correctly before they run out of chances. Clues tell the player if their answer is too high or low. Coding challenges help students to enhance the game design. They can format the output, create a cheer, keep score, or switch player feedback. This programming mission has six tasks. Programmers combine the random library, loops, and conditionals to build a fun game that players will want to play again and again.

Guess It Mission
Build a guessing game using Python lessons for beginners.

Adventure Quest Programming Mission

In the Adventure Quest Mission, students create a text-based adventure game. It has players explore a strange land to earn coins and collect special objects. The programming mission has nine tasks. To prepare, students learn how to control data entry. This will prevent typing errors from causing bugs. Next, they describe the places players visit when they travel North, South, East and West using functions. To add interest to the storyline, they then apply their programming skills to create a game that has the player pick the correct color to win money.

Game development continues with a treasure hunt. Players travel East to collect objects and store them in a backpack. To prepare for this part of the programming mission, students learn how to add, remove, sort, and count list items. Once this skill is mastered, they create an adventure with loot and hidden dangers. Will the players find treasure or risk losing it all?

Python lessons for beginners
Design a text-based adventure game using the Python programming language.

Teach Programming Skills to Middle and High School Students

Is student engagement important to you? If yes, then TechnoPython is a great way to start teaching the Python programming language. Instead of having students mindlessly copy code snippets, they build unique games. In other words, everyone follows the SAME instructions, but each person creates an original program!

Teach essential programming skills using Python lessons for beginners:

  • build an algorithm using a flowchart that describes the steps in a program
  • write Python code to achieve a specific goal
  • apply debugging techniques to identify and fix errors
  • format the output of program to make it easy to read
  • collaborate with others to review program design
  • name a variable and assign a value
  • prompt the user to input a value for a variable
  • convert a variable from an integer to a string or vice versa
  • manipulate the case of a string to upper, lower, or sentence case
  • calculate the values of variables
  • create an editable list of items; add, remove, sort and count items
  • loop a set of instructions forever or until a condition is met
  • repeat a set of instructions a specific number of times
  • break a loop to stop running a set of instructions
  • control the outcome using if, elif, and else statements
  • trigger actions using logical operators (==, !=, <, >) and True/False values
  • develop a function to run a block of instructions
  • import Python libraries
  • select a random integer or choice

Python Lessons for Beginners

Are you teaching programming to kids? It should be noted, TechnoPython is jam-packed full of Python programming activities. The technology project has:

  • 24 Python Assignments: The TechnoPython assignments are divided into sessions. In each session students complete a programming mission. The assignments have detailed steps, troubleshooting tips, and coding challenges. By following the instructions, students gradually learn how to independently plan, write, and debug original programs.
  • 8 Extension Activities: The extension activities are additional assignments for enrichment. They present a wide range of learning opportunities. Some are programming tasks that introduce a new skill while others are reflections about the coding experience.

What Do I Get with the TechnoPython Technology Project?

Do you want to save time designing your own lessons? TechnoPython has everything you need to teach a computer science unit or hands-on programming workshop:

  • TechnoPython Teacher Guide: The teacher guide has six sessions. It has lessons for teaching each programming mission. As well it includes preparatory steps, teaching strategies, and learning objectives. It also has simple explanations of code snippets to help explain how a program works to children ages 10 and up.
  • TechnoPython Student Workbook: The student workbook is a complete booklet of assignments. This file is in PDF format. Use it to double-side print. Place the instructions into a binder or duo-tang for distribution to students.
  • TechnoPython Student Worksheets: The assignments are available as individual worksheets. These files are in a secure PDF format and require Adobe Reader or Kami to view and annotate. Import these worksheets into an LMS such as Google Classroom or Canvas to create assignments.
  • TechnoPython Resources: TechnoPython includes a folder that has customizable assessment tools, task lists, certificates, templates, and samples.

Simplify Teaching with the TechnoPython Resources

  • 6 Python Reviews: The reviews are quizzes. Questions are true/false, fill-in-the blank, or multiple choice. They assess students understanding of programming terminology, Python commands, or computer science concepts. These files are in a customizable Word/Docs format allowing teachers to add or remove questions.
  • 5 Python Skill Reviews: The skill reviews are additional assignments to solidify learning. They encourage the transfer of knowledge to a new task. Many of the skill reviews in TechnoPython require students to enhance the program built in the session. These files are in a customizable Word/Docs format making it possible for teachers to edit the content.
  • 3 Python Peer Reviews: The peer reviews are question sheets that have students play each other’s games and then provide feedback. They are an excellent way to promote collaboration and celebrate learning.
  • Game Marking Sheets: Each game built using Python has a marking sheet. There is one for Pet Monster Rescue, Guess It, and Adventure Quest. These files are in a customizable Word/Docs format so that teachers can adjust the scoring or criteria.
Quest Task List
Track programming mission progress using a task list that looks like a gameboard.
  • Python Task Lists: The task lists are gameboards with an outline of each part of the programming mission. Students can use them for self-monitoring or to recognize accomplishments. These are available as customizable Word/Docs files, allowing teachers to modify the programming mission.
  • Programming Mission Certificates: Each programming mission has its own certificate to recognize student achievement. These are available as customizable PowerPoint/Slides files. This allows teachers to customize the award by adding the student name or a school logo.
  • Programming Templates: The programming templates are used at the beginning of the TechnoPython technology project. They introduce Python to beginners. Students open the Python file and follow instructions to edit the content.
  • Over 30 Python Program Samples: Every program that students build has an accompanying sample file. These Python files can be used for demonstration purposes to explain the task or inspire learners. They also provide an answer key. For example, all coding challenges have solutions.

Contact TechnoKids to Learn More about TechnoPython

To get started teaching the Python programming language contact TechnoKids today or get TechnoPython right now!

Beginners Coding Guide Online Resource for Educators

Attention teachers and home school parents, AT&T has just released an online Beginners Coding Guide. It is a free interactive learning resource to introduce basics of coding. By reading information and answering questions students gain valuable programming knowledge. Upon completion, they earn a certificate to celebrate their accomplishment.

This online resource contains four modules about Programming, Data and Variables, Control Structures, and Sorting. Each module is divided into short assignments. An assignment begins with text that students must read to learn about programming. Afterwards, they answer multiple-choice questions to demonstrate their knowledge.  

Students control the pace of learning. By clicking the Next button, they move from one section to the next. At the end of each module is a Lesson Recap.

Tips to Use the Beginners Coding Guide in Your Curriculum

Set Aside a Block of Instructional Time: The modules must be completed in one class. Students cannot bookmark their place and return to it later.  For this reason, allocate about one hour for completion.

Guide Students Through Resource: If instructional time is limited or students struggle with their reading skills you may want to act as a course tour guide. Read the information together as a class, and then have each student on their device select an answer to a quiz question. This will allow everyone to progress through the modules before the class period ends.

Monitor Quiz Taking: To foster a love of learning, if students select the wrong answer during a Beginners Coding Guide quiz they can try again. This is a great way to empower students and keep them motivated. However, there is the possibility that students could skip the readings and then mindlessly pick a, then b, then c; until the correct answer reveals itself. Theoretically, your students could earn a certificate without reading the content or critically thinking about their answers. To promote learning, actively monitor students to verify they are using the resource as an opportunity to learn in a fun way.

Coding Resources

Do you want your students to create coding projects? TechnoKids has instructional units, called technology projects, that include a teacher guide, workbook, and resources. You will have everything you need to teach programming including step-by-step lessons, sample programs, templates, coding journals, and quizzes.

  • TechnoWhiz: Code animations and games using Scratch Jr. TechnoWhiz includes fun coding lessons for primary students. Introduce students in Grades 1-3 to programming concepts.
  • TechnoTales: Produce an animated story using coding blocks in Scratch Jr. TechnoTales has easy to follow programming lessons for elementary students. Combine storytelling with coding.
  • TechnoTurtle: Solve a maze, design a spirograph, or code a Carnival game using Python and the Turtle Library. Activities in TechnoTurtle are ideal for students in Grades 4 and up.
  • TechnoCode: Code animated scenes and games using Scratch. Reflect upon the experience using coding journals. Activities in TechnoCode are ideal for students in Grades 6 and up.
  • TechnoHTML: Design a web page using HTML and CSS. Format text, images, and hyperlinks. Lessons are ideal for middle and high school students.

Design a Coding Unit for the Classroom

STEM learning objectives are being included in many school, district, and national curriculum standards. As a result, educators are challenged with creating engaging and challenging instructional materials to teach computer science skills. But most teachers don’t have a technology background, much less knowledge of programming. Here’s some help. Whether you’re using ScratchJr, Scratch, HTML and CSS, or Python and the Turtle Library, the activities will be similar. Following are some basic strategies to consider when you start to design a coding unit for the classroom.

Practice Sequencing Algorithms Offline

Design a coding unit to include offline exercises. This will develop computational thinking. A starting point for instruction is to build algorithms. An algortithm is a description of the program. It uses words and symbols to sequence the instructions.

The logical order of coded instructions is critical. To build this skill, instruct students to physically act out and order a list of directions in simple, everyday language first. For example, if a programmer had to write a program for the task of putting a piece of paper into the trash, it may have the steps:

design a coding unit

Have students act out the steps they listed to check them. Or, have a list of mixed up steps that students must unscramble to place them in the correct order.

Start Simple

When you design a coding unit, move from simple to more complex code slowly.

Don’t offer a complete set of instructions in code and have the students copy it and run it to see the result. This may intimidate young programmers and even make them think that coding is too difficult. Moreover, they won’t learn what each part of the code does.

Instead, write a few lines. Then test the result. The instant response will create a connection between the coding and its function.

coding for kids

In TechnoWhiz, primary students are introduced to ScratchJr by using one block at a time to move the character on the stage. They observe the resulting motion. Then they combine a series of blocks to create a script and see the effect. Next, they add more characters and move them, and learn to loop their actions. By the end of the project, they are able to make an interactive, one-of-a-kind racing game with a background, formatted text, and characters moving at different speeds, dancing, and talking!

Use Trial and Error

Invite students to experiment with values to figure out what works. Try a number or value. Does it need to be higher or lower? Test often to see what works.

Encourage exploration. For example, when using Python and the Turtle Library, circle(50) draws a circle with a specific size. Students can explore by changing the number to a higher value and a lower one. Or code left(90) to turn the turtle symbol. Then change the value to see what angles the turtle turns. The repeated experimentation will result in learning that can be applied in subsequent activities.

Teach Debugging

Don’t wait until mistakes are made. Early in the project, create errors with intention. Have students ‘break‘ the script, then fix it. As a result, they will recognize mistakes that may be made later in their own programming and be more likely to correct them independently.

design a coding unit

Apply Skills

Introduce a skill, repeat or review it, and then transfer it to another application using the program. Avoid teaching a concept in isolation. When students re-use skills in different contexts, they will accumulate their knowledge and be able to apply it in their own creative projects.

teaching coding to kids

For example, in TechnoTurtle students learn to use Python to control the movement of a turtle symbol. Then they apply their skills to write scripts to draw pictures and to move the turtle through a maze. In other parts of the project, they learn about variables. Then they use this concept to create Mad Libs and to produce an interactive carnival game.

Show Samples

Demonstrate how a completed project might look at the beginning of a lesson. This will serve multiple purposes: students will have a clear idea of what they’re making, they will be inspired to create their own unique version, and the sample can be a coding reference guide to use if trouble shooting is needed.

In TechnoHTML, a sample web page about skateboarding sparks student interest and demonstrates the skills they will learn using HTML and CSS:

design a coding unit

  • Formatting text
  • Adding images
  • Making lists
  • Linking to sites

Provide an Opportunity to Share

At the completion of the project, ensure that students have an authentic audience. This helps students to connect their work in the classroom to the real world and see a purpose for their efforts. Their peers are a perfect audience. Celebrate the finished projects and encourage interaction and feedback. The digital nature of programming projects makes it easier than ever to share work with classmates, family, and friends.

design a coding unit

For example, in TechnoCode, middle school students place their collection of completed animated scenes, stories, mazes, and games into an Activity Studio to share with others.

Then they invite feedback and recommendations for improvements.

Reflect on Learning

Finally, give students an opportunity to reflect on their experiences in learning to code. In either written form in a journal or as a class discussion, ask:

  1. What did you like about learning to program?
  2. Is there anything in your project that you would like to change?
  3. What do you wish you knew how to do?
  4. Have you learned anything about yourself?
  5. What advice would you give to a beginner programmer?

design a coding unit

In TechnoTales, students in grades 2 to 5 use five simple reflection responses to gain some insight into their learning.

The young programmers used Scratch to design a story with four scenes, multiple animated characters, a plot with a dilemma to solve, and a happy ending!

Design a Coding Unit

TechnoKids has elementary and middle school programming projects for Scratch Jr, Scratch, Python and the Turtle Library, and HTML. Before starting to design a coding unit of your own, try one! Visit the TechnoKids online store.

design a coding unit

TechnoKids has programming projects to teach ScratchJr, Scratch, Python, and HTML and CSS

Tips for Teaching Coding to Kids

Teaching coding to kids is more than just giving them lines of code to copy and then run. We want to empower students to become critical thinkers and innovative programmers. To build programming skills, beginners need to be provided with a variety of analytical and engaging experiences. To do that, we should spark their enthusiasm with a collection of activities that ensure success and an understanding of essential coding concepts. As they learn how to code original creations, students will become keen, competent programmers. They will have the foundational STEM skills for the workplace of the future.

tips for teaching coding

Here are some suggested types of activities to consider when teaching coding to kids.

Explore and Investigate

Teach code a line at a time. Then ask students to analyze and experiment with the code. Explore with different values and see the outcome. What happens with a higher or lower number? When the line of code is moved to a different place, what happens? What happens when a character is omitted? This strategy builds student insight into the meaning of the code so much better than just asking them to copy a given set of instructions and then running them.

Guess and Check

Provide completed code and ask your students to be detectives. By reading the lines of code, comments, or scanning for words they recognize, they can try to infer what the code will do. Then run the code and see if their guesses were accurate. This makes students keen observers and critical thinkers.

Use Templates to Jump Start Learning

Young programmers have the ability to understand the code, but don’t always have the keyboarding skills needed to type many lines of code accurately. When introducing specific coding concepts, consider giving the students templates with parts of the code already written. The students just add code to make the desired result.

Teach Debugging Early

Don’t wait until errors occur and students are frustrated with the inability to correct them. Near the beginning of the coding unit, have the students generate specific errors to break the code. Have them see the resulting problem. Then fix it. As a result, students will become familiar with common mistakes such as omitting characters, mistyping, or placing code in the wrong order. They will recognize errors and know how to correct them.

Provide Samples to Spark Inspiration

Before starting a new project, inspire students by showing them a completed sampler. The goal is to ignite their interest but not to provide a set of instructions for them to copy. The code becomes a guide for students. They can use it as a starting point or to compare their work for troubleshooting. The sampler becomes the foundation for students to produce their own original projects.

Offer Support References

Online programming reference lists and libraries are usually so complete and exhaustive that they are ominous for kids to use. Instead, build a list of basic commands that will be used in the project and have it handy for the class to use and check.

Present Opportunities for Extra Challenges

Differentiated learning studies have shown us that students build skills in a highly diverse way. When teaching coding to kids, they are certain to progress at different rates. Students who struggle need support, repetition, and review activities to grasp coding skills. Some students will ‘get’ the concepts quickly and be ready for new ways to apply and extend their learning. Be prepared for these young experts with optional challenges to keep them excited and involved.

Reflect on Learning

During, and definitely after the end of the project, provide an opportunity for students to think about their coding experience. Write a journal entry. Ask questions such as: What was your favorite part of the program? What was the hardest part of learning to program? Which skills would you like to learn next? What advice would you give to a person learning how to use this program?

Teaching Coding to Kids Using TechnoTurtle

teaching coding to kids

TechnoTurtle, a new project by TechnoKids Inc., is an introduction to Python coding for beginners. It is designed for elementary and middle school students to learn basic programming skills. The fun activities include building a maze, creating artwork and spirographs, and inventing interactive games. TechnoTurtle incorporates all the above strategies to inspire young programmers to acquire fundamental technology expertise.