This course is designed to be a gentle introduction to basic programming concepts, such as algorithms, syntax, loops, and variables, through the engaging and familiar experience of a video game. At each level, players use computational thinking and computer programming to complete challenges.

Chapter 1: Algorithm
a step-by-step set of instructions for completing a task. When algorithms are written using code, computers can follow them.
Chapter 2: Basic Syntax
the rules for correct spelling, grammar, and punctuation in a programming language. The syntax must be exactly right for code to execute properly.
Chapter 3: Object
a character or thing that can perform actions. Objects are the building blocks of Python. They are things or characters that can perform actions. Your hero is an object. It can perform the moving actions.
Chapter 4: Method
an action performed by an object.
Chapter 5: Argument
extra information passed into a method to modify what the method does. In Python, arguments are represented by code that is inside the parentheses after a method.
Chapter 6: String
a type of data that represents text. In Python, strings are represented by text inside quotes. In this course, strings are used to identify objects for the hero to attack.
Chapter 7: Loops
a programming structure used to repeat actions without the player needing to write the same lines of code over and over.
Chapter 8: Variable
a symbol that represents data. The value of a variable can be modified over the course of the program. In this course, variables are used to name enemies, then passed along as arguments to the attack method so that the hero can attack the correct enemy.
Chapter 9: Function
an action performed by an object. Functions are actions an object can do. moveRight() is a function. Function names are always followed by parentheses.
Chapter 10: Conditional
the building block of modern programming, the conditional. It’s named as such because of its ability to check the conditions at the moment and perform different actions depending on the expression. The player is no longer able to assume there will be an enemy to attack, or if there is a gem to grab. Now, they need to check whether it exists, check if their abilities are ready, and check if an enemy is close enough to attack.
Chapter 11: Event
an object representing something that happened. Students can write code to respond to events: when this type of event happens, run this function. This is called event handling, and it's a very useful programming pattern and an alternative to an infinite while-loop.

Learn from the best

Passion for tech. Unmatched expertise. Personality that brings out the absolute best in your child. We know there's no replacement for the best teacher. It's no surprise that iconic companies like Google, Amazon, Microsoft, and Disney hire the same talent we do. Our Geek Certified instructors possess the whole package of skills that inspires students for the Tech World!

university icon
Recruited from top universities and leading IT companies
verified icon
Rigorous background and reference checks
certified icon
Geekedu Certified professional level
experienced icon
Verified teaching experience

What our parents say

Beginner Students: This course is for students with no previous Computer Science experience.

Graph Icon - Education X Webflow Template
AGES 7 - 10
Star Icon - Education X Webflow Template
Lifetime Access
Phone Icon - Education X Webflow Template
Online 1-on-1 Private Sessions

This course typically takes 3-6 months to complete. This depends on the student's experience and how fast they can master the concepts and the knowledge. Our instructors move at the pace of the student, it may take extra time for some students to reinforce what they have learned.

Sign up and get a 60-minute free assessment class

Book A FREE Trial
Other courses

You Might Also Be Interested In Our Elective Courses

Introduction to Number Theory
AGES 10 - 15

This course is designed to build the basics of a complicated mathematical field. It is designed to be a complete introduction to the fundamental concepts of number theory for students in grades 7-10.

The class covers topics such as primes and composites; multiples, divisors, and divisibility; prime factorization and its uses; modular arithmetic and more.

Introduction to Geometry
AGES 10 - 15

Students in grades 6-10 will build a solid understanding of more advanced geometry concepts in this course. It is designed to expand on the standard high school geometry curriculum and to challenge students with new concepts and problems.

Topics include congruent and similar triangles, circles, 3D geometry, and introductory trigonometry.

Introduction to Counting and Probability
AGES 10 - 15

To build on the concepts from the Introduction level course, students will build on their Counting and Probability knowledge.

A thorough introduction for students in grades 7-10 to counting and probability topics such as permutations, combinations, Pascal's triangle, geometric probability, basic combinatorial identities, the Binomial Theorem, Pigeonhole Principle Conditional, Probability Graph Theory and more.