AGES 7 - 10

Pre-Python

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

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