Introduce programming for kids with TechnoTurtle. In this course, students ages 8-11 become game designers. They use Python and the Turtle library to conquer mazes, paint pixel art, create a Mad Lib Generator, and build a Carnival Game. The fun begins when students edit code to gain an understanding of the structure of Python scripts. Once familiar with basic concepts, the young programmers are introduced to debugging, loops, variables, and conditional logic. Ignite an interest in programming with fun activities tailored for beginners.
STEM Activities Using Python for Beginners
Ignite an interest in coding. Build scripts, loop sequences, manipulate variables, and apply conditional logic. Lesson plans provide a foundation for learning text-based programming.
Empower Students in Grades 3-6
Stop the mindless copying of scripts to write programs! Instead, use lessons that promote exploration and experimentation. TechnoTurtle gradually introduces programming concepts that are then applied to code original creations. Throughout the course, students are explicitly taught debugging techniques. As a result, they become independent coders, capable of finding and editing errors.
Develop Computational Thinking
TechnoTurtle includes offline coding activities that have students consider the importance of programming in daily life. Use some or all of the lessons. Teach TechnoTurtle in a computer science class, hour of code, or makerspace workshop.
Fun Coding Lessons for Elementary Students
The project includes a digital Teacher Guide with detailed instructions. Resources include Python templates, program answer keys, planning sheets, coding journal logs, Python and Turtle reference sheets, assessment tools, and more!
The TechnoTurtle course has 30 assignments divided into six sessions.
Session 1: Python, Turtles, and Bugs
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
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
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
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
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
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!
Optional Python Programming for Kids Activities
Imagine Life Without Coding: Think about daily life.
Program the Robot: Animate a drone to complete chores.
Dot-to-Dot Fun: Draw lines to complete the picture.
Picture Perfect: Edit code to complete a picture.
Customize the Stamp: Import an image into the shape list.
Design a Spirograph: Practice loop code to make unique patterns.
Rain Cats and Dogs: Randomize x and y coordinates.
Guess a Number: Build a game to pick a number from 1-10.
Python Programming for Kids - Python for Beginners
Promote STEM. The project-based activities have elementary and middle school students develop fundamental programming skills. They explore code to understand how to sequence instructions. They use this knowledge to program original creations such as artwork and games. Ignite an interest in computer science with coding for elementary students.
Write an algorithm using symbols
Develop a program that achieves a specific goal
Organize the code in a program using comments
Apply debugging techniques to find and fix errors
Import libraries including Turtle, Random, and Time
Direct the movement of a robotic Turtle
Position an object using x and y coordinates
Loop a script or repeat an action a specified number
Store a player's answer as a variable
Apply conditional logic including if, elif, and else
Every course includes a schedule. It lists the time recommended for each assignment. Typically, it takes between 30-60 minutes to complete an assignment depending on the grade level. Based on this time frame, a typical course takes between 360-600 minutes to complete. This is about 6-8 weeks if your students have computer class twice a week. However, if your students have computer class every day, a course can be completed in about 2-3 weeks.
How do I decide which assignments to teach?
You may not have the time to teach an entire TechnoKids course. The good news is that TechnoKids offers flexibility. Many courses can be shortened by omitting assignments or lengthened by including skill reviews and extension activities. You can easily adapt the course to suit your schedule. Refer to the Ideas for Implementation section in the teacher guide for suggestions.
Does the course integrate into other subjects?
TechnoKids courses are inter-disciplinary. This means the lesson plans blend computing skills with general content areas such as language arts, geography, or business studies. If you do not have a dedicated digital literacy class, refer to the Technology Integration Suggestions section in each teacher guide for ideas on how you can include the course in other subject areas.
Is the course a subscription?
Yes. When you purchase a course, you have access to the instructional materials for 12 months. After that time, should you want to continue, you will need to renew the subscription.
Is the course online?
Yes. You must sign into TechnoHub to access the course content from your bookshelf. The teacher guide and student workbook for a course are available online only. However, resources such as assessment tools, handouts, course slides, templates, and samples are downloadable.
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