Intermediate Featured

TechnoPython

Tackle programming missions: Pet Monster Rescue, Adventure Quest, and more. Share insights in a coding presentation.

(2 Reviews)

$69.00 / year

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Description

Python Programming for Beginners

Explore Python programming for beginners with TechnoPython. This project introduces students to Python, a text-based programming language. They are guided through coding missions to develop the characteristics valued in a programmer. To start, ignite students’ curiosity by exploring scripts to discover how they are put together. Next, they create a series of games including Pet Monster Rescue, Guess It, and Adventure Quest. These activities foster logical thinking, persistence, and creativity – all perfect for beginners. Upon completion, students share their favorite Python program in a coding presentation to build strong communication skills. Fun activities highlight the importance of being a team player. Have your students develop original scripts using variables, loops, functions, and conditionals using the Python coding language.

Coding Course Tailored for Grades 6-12

Specifically designed for middle and high school students, TechnoPython lessons introduce text-based programming with fun activities. Spark student interest in the Python coding language.

Ignite an Interest in Computer Science

Students aged 11-18 complete engaging and enjoyable missions to develop the programming expertise and soft skills valued in a programmer. Foster logical thinking, creativity, and persistence. Implement the course in a coding unit, computer science or STEM class, Hour of Code activity, or Makerspace workshop.

Comprehensive Programming Resources

TechnoPython includes a digital Teacher Guide with clear instructions, making it easy to facilitate the course. Assessment tools include debugging challenges, peer review, marking sheets, quizzes, and a skill checklist. Tracking sheets and mission certificates recognize student progress.

Do More Than Copy Lines of Code

Hands-on activities encourage exploration, discovery, and experimentation. Students gain confidence as they construct a solid understanding of programming concepts such as variables, loops, and conditionals. Lessons explicitly teach troubleshooting strategies to build student independence. Python coding language basics can kindle an interest in future careers in technology.

Additional information

Ages

11, 12, 13, 14, 15, 16, 17, 18

Grades

grade 6, grade 7, grade 8, grade 9, grade 10, grade 11, grade 12

Program

IDLE Python 3

Tech Integration

computer science

Tech Skill

coding, game development

License

Starter, Class, Classrooms

Starter License Includes

online teacher guide, online student workbook, get started, course slides, printable assessment tools, sample files, extension activities, certificates, parent letters

Class License Includes

online teacher guide, getting started tips, course calendar, online student workbook, online assignments, printable assessment tools, online quizzes, student reporting, sample files, extension activities, certificates, parent letters, templates

Classroom License Includes

online teacher guide, getting started tips, course calendar, class management tools, online student workbook, online assignments, printable assessment tools, online quizzes, student reporting, sample files, extension activities, certificates, parent letters, templates

Product Type

Course

The TechnoPython course has 24 assignments divided into six sessions.

Session 1: Into the Coding Jungle

Students explore the Coding Jungle. The goal of this mission is to learn about Python, which is a text-based programming language. To start, the explorers are introduced to terminology by experimenting with code. Once familiar with the role of a programmer, they play a Python Hunt game and then edit the program to discover how it works. Afterwards, they break code in the Catch the Bugs game to develop essential debugging skills. Successful completion of the four-part mission requires curiosity, which is a highly valued trait in a programmer.

Session 2: Pet Monster Rescue

Students create a program for the Pet Monster Rescue, which is a group that finds loving homes for monsters. To prepare for the programming mission, students learn about strings, integers, and variables. They apply this knowledge to personalize the adoption process. To pair a pet owner to their monster, the programmers write code that ask questions. The answers are used to match people to their ideal pet. This is done by combining logical operators, if and else statements, and a variable that changes from True to False. Throughout the four-part mission, an emphasis is placed upon thinking logically, which is an ability every successful programmer needs.

Session 3: Guess It Game

Students design a guessing game in which the player must correctly pick a number before they run out of chances. Clues tell them if their answer is too high or low. This programming mission has six parts. To prepare, students first explore how to code while and for loops. Once familiar with how to repeat a set of instructions, they start to build Guess It. To guide development, the Python programmers sequence steps into algorithms. These flowcharts provide a framework for constructing each part of the program. Fun challenges encourage students to build a unique game. Interwoven throughout all tasks is a focus upon being methodical. This skill helps programmers test different cases to solve problems within the code.

Session 4: Adventure Quest Part 1

Students develop a text-based adventure game. It is a quest that has players overcome challenges to earn rewards. To prepare for this programming mission, students learn techniques to standardize data entry. Next, they apply these skills to build the first part of their game. It will allow players to pick a direction to explore. It will also include a challenge whereby the player can win coins when they travel North. To complete the task, students must be persistent. What will happen in this strange land?

Session 5: Adventure Quest Part 2

Students complete their text-based adventure game. They develop a treasure hunt that has players travel East to collect objects. They must avoid danger, or risk losing it all! To prepare for this part of the programming mission, students learn about lists. They add, remove, sort, and count items. Once this skill is mastered, they apply it to their quest. Throughout the activities, an emphasis is placed upon creativity. This trait is essential as it allows programmers to design original programs.

Session 6: Coding Presentation

Students share their favorite Python program in a coding presentation. They demonstrate how the game works and explain the code. This provides an opportunity to develop strong communication skills, which help programmers do their job.

Optional Python Programming for Beginners Challenges

  • Find and Fix the Bugs: Debug the code to read the silly sentences.
  • Loop the Questions to Try Again: Write if and else statements in a nested loop.
  • Pet Monster Picture: Use a Python library to open an online image.
  • Keep Score: Track the number of correct guesses.
  • Game Test: Research the user experience.
  • Create a Map: Illustrate the land in the adventure game.

Python Coding Language for Beginners - Programming for Kids In this STEM project, students complete missions to develop Python programming skills. To start, they play a Python Hunt game to discover how the code works. Next, they break the Catch the Bugs game to acquire essential debugging skills. Afterwards, they gradually build their skill set by creating Pet Monster Rescue, Guess It, and Adventure Quest games. Each session includes reviews and skill reviews to assess knowledge, practice skills, and encourage the transfer of learning to new contexts.

  • Apply programming skills to complete coding challenges
  • Plan and organize ideas to develop a program
  • Debug errors to find and fix a mistake in a script
  • Test multiple responses to verify the output is correct
  • Reflect upon program development in a coding presentation
  • Demonstrate logical thinking, creativity, and persistence
  • Create variables to store, report, and calculate information
  • Loop a set of instructions and control how or when it ends
  • Write if statements that are based on conditional logic
  • Import Python libraries and use their commands

TechnoPython | Python Programming for Beginners

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Tackle programming missions: Pet Monster Rescue, Adventure Quest, and more. Share insights in a coding presentation.

2 reviews for TechnoPython

  1. new.technokids.com

    I purchased this for my daughter who wanted to learn Python.She really enjoyed it,and was engaged throughout the project.Unlike other programming courses it was filled with fun and entertaining activities that not only strengthened her programming skill,but also gave her the platform to wield her creativity.
    Home Schooling,Islamabad
    October 01,2022
  2. new.technokids.com

    My Coding class just started Session 2 today. So far, we are really enjoying it.
    Alcoa High School,Alcoa
    February 22,2022
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FAQ

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How long does it take to teach a course?

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.