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Python Foundations · Ages 9–12

Code Club: Their ideas. Their code. Their creation.

Games, stories and useful little tools—written by your child. Learn Python through guided projects, test ideas and explain how the code works.

  • Teacher-guided
  • English-medium
  • Beginners welcome
mission_maker.pyPYTHON

TRY A TINY MISSION MAKER

Change a word. Change the story.

Predict the sentence. Run it. Then change one thing.

hero = "robot"
place = "Moon"
print("The " + hero
      + " explores the "
      + place)
Ready to run

What do you think this program will say?

A simplified interactive example of our Unit 2 story project. In class, children write their own Python and choose at least five inputs.

Currently scheduled

Saturday 10:45–12:15

Starts 17 October 2026.

10 students maximum

This is the time for the group scheduled now. We may open new groups, so if this time does not suit your family, please still get in touch.

Ask about this course
10connected units
40guided lessons
90 minper lesson
1original final project

Why learn to code?

Help them understand the technology they use.

A game follows rules. An app works with data. An AI answer needs checking. Coding gives children a practical way to look underneath the screen, ask better questions and turn their own ideas into instructions.

01 / Make decisions

Choose the rules.

Build a quiz or recommendation tool. Decide what should happen for each input, then check whether the program follows those rules.

02 / Work through a problem

Find the mistake.

Look at an unexpected result, trace it to an instruction, change one thing and run it again. A bug becomes a question they can investigate.

03 / Own an idea

Explain a decision.

Choose a purpose, build a small working version and let someone else test it. Show which parts of the code make the idea work.

Look inside our course materials

A story to discuss. An idea to investigate. Code to make their own.

We create the explanations, stories, practice and review around the same learning journey. Here are two real extracts from our Variables and Data materials.

FROM OUR MATERIALS · VARIABLES AND DATA

Start with a problem worth talking about.

In Café Byte, a robot mixes up words and numbers. Children discuss what went wrong before investigating the data types Python uses.

FROM OUR MATERIALS · CONCEPT READING

Make an abstract idea visible.

Readable examples, colour-coded data types and questions connect a story to real Python. Students predict, run and explain what happens.

  • Illustrated stories
  • Worked examples
  • Coding challenges
  • Review & reflection

The complete first-year pathway

Small programs become bigger possibilities.

Ten units build towards an original program. Browse the projects below; open a unit to see the programming ideas behind it.

  1. UNIT 01 · 2 lessonsInside the ComputerDecode binary patterns. Repair a broken block program.

    What they practise

    Hardware, software, binary, algorithms, and debugging.

  2. UNIT 02 · 4 lessonsPython SpeaksAn interactive Mission Maker story using the reader’s own words.

    What they practise

    Write first programs with input, output, variables, and clear Python structure.

  3. UNIT 03 · 4 lessonsProgram StateA calculator for a snack budget, journey, recipe or game.

    What they practise

    Use data types, calculations, and variables to track what changes in a program.

  4. UNIT 04 · 4 lessonsSmart DecisionsA responsive quiz, adviser or checker with different paths.

    What they practise

    Use comparisons and conditions to make a program choose a sensible path.

  5. UNIT 05 · 5 lessonsLists and LoopsA playlist or menu program that organises and repeats.

    What they practise

    Organise related data and automate repeated work.

  6. UNIT 06 · 4 lessonsFunctionsA small app made from named, reusable functions.

    What they practise

    Break a larger task into named, reusable, testable jobs.

  7. UNIT 07 · 4 lessonsAlgorithms and SortingA data sorter, with tests comparing how the algorithm works.

    What they practise

    Plan repeatable methods, compare sorting strategies, and test evidence.

  8. UNIT 08 · 4 lessonsAI SystemsA rule-based game bot and an investigation of trained models.

    What they practise

    Compare rule-based programs and machine learning, with responsible testing.

  9. UNIT 09 · 4 lessonsStructured DataA question-and-answer program using structured records.

    What they practise

    Use dictionaries and records to organise information clearly.

  10. UNIT 10 · 5 lessonsFinal Project and ShowcaseAn original program with a purpose, test record and presentation.

    What they practise

    Plan, build, test, explain, and present an original working program.

THE FINAL PROJECT

A working program they can explain.

The final five lessons take an idea through planning, building, testing and presentation. A text-based program is a complete, valid project. The important part is that the student understands and controls its data and logic.

  1. 01Choose a purpose
  2. 02Plan the program
  3. 03Build a working version
  4. 04Test with a classmate
  5. 05Explain the making

And when AI can write code?

Knowing what to ask is only the beginning.

Children also need to judge the answer. In Unit 8, they compare a bot built with their own rules against a trained agent, investigate failures, and discuss data, privacy and bias. Programming makes those questions concrete.

  • What information did it use?
  • What happens in a new situation?
  • How do we know the answer is right?

Unit 8 investigation

WRITE A RULE

A bot they can explain

The student chooses the conditions and actions.

TRAIN & TEST

A result they can question

The student tests examples, finds a failure and considers what to change.

Compare the evidence. Explain the difference.

What happens in a lesson?

The teacher guides. The child does the thinking.

  1. 01

    Meet the problem

    A short story, demonstration or physical activity gives the idea a purpose.

  2. 02

    Predict & investigate

    Read a small example, make a prediction and compare it with what happens.

  3. 03

    Code & test

    Build in small steps, make choices and use results to guide a revision.

  4. 04

    Explain & reflect

    Point to the code, describe a fix and name the next thing to practise.

Is this the right starting point?

Curiosity matters more than experience.

Designed for Grades 4–6, with no previous Python experience required. A trial helps us understand your child’s confidence with reading, typing and working through a challenge.

  • Enjoys games, logic, puzzles or making digital things
  • Can follow a multi-step activity with teacher support
  • Ready to read, type and discuss ideas in English

Meet your Code Club Foundation teacher

A friendly guide for the first line of code.

Rianne helps new coders slow a problem down, find what they already know and build confidence one working step at a time.

With Teacher Rianne
Teacher Rianne

Code Club Foundation teacher

Teacher Rianne

Guides beginners through Python with calm questions, visible examples and room to think.
Get to know the teaching team

BUILD. TEST. EXPLAIN.

Let’s see what they can create.

Meet the teacher, try the learning rhythm and take the first step into making with code.

Find a Code Club trial