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Python Curriculum

Program Python at Any Age! introduces how to teach Python coding to kids by starting with simple concepts like variables, data types, loops, and visual aids. It provides examples of Python activities for different age groups like a Mad Libs generator game using input functions, variables, and string concatenation. Learning objectives for later cycles include defining programming and Python, using lists, functions, and conditional statements to create a number guessing game.

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Zeinab Harb
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0% found this document useful (0 votes)
38 views17 pages

Python Curriculum

Program Python at Any Age! introduces how to teach Python coding to kids by starting with simple concepts like variables, data types, loops, and visual aids. It provides examples of Python activities for different age groups like a Mad Libs generator game using input functions, variables, and string concatenation. Learning objectives for later cycles include defining programming and Python, using lists, functions, and conditional statements to create a number guessing game.

Uploaded by

Zeinab Harb
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Program Python at Any Age!

How they can get started:(required skills)

Type Everything: Remember: Python is strict. You need


to be precise with spelling, punctuation, and even white
space!
Try it out!
So just run some short experiments.

1. Mad Libs Generator.

2.Number Guessing.

3. Dice Roll Generator.


How to Teach Python Coding to Kids?

Introduce basics: Start with simple concepts like variables, data types,
loop…
Visual aids: Utilize visual tools like flowcharts, diagrams, and block-based
coding environments to explain complex concepts.
Break down problems: Teach problem-solving by breaking tasks into
smaller steps and guiding kids through the process.
Encourage collaboration: Organize group activities and pair programming
sessions to foster teamwork and communication.
P y t h on fo r
Cycle 2&3
Just like a foreign language, learning a text language like
Python is best learned at an early age.
Python activities to do for Cycle 2 and 3:
Develop Mad Libs Generator
Game:

https://www.glowwordbooks.com/blog/category/kids-online-mad-libs/
WHAT ARE MAD LIBS?
In simple w
ords, MadL
game in w ibs is a
hich you w
with missi rite a story
ng words i
can ask an n it; then,
other play you
blanks. As er to fill in
you are th the
who know e only one
s what’s in
about, the your story
result is of
and silly. ten funny
Give life to MadLib story by programming.

Step 1: Open a new file in Python IDE.


Step 2: create some prompts using the python input() function.
Step 3: Take input from uses and store them into python variables.
Step 4: We will use a string variable to write our story and use the ‘+’ sign
before and behind each variable to specify that this is not a string but a
variable.
Step 5: Finally, we will complete our program by printing the story using
the print function.
Example code:
verb_1 = input(“write a verb of your choice, and press enter:”)

noun_1=input(“write a name of vehicles,and press enter:”)

adj_1 = input(“write an adjective of your choice, and press enter:”)

story = “Most doctors agree that” + verb_1 + ” a“ + noun_1+ ” is ”+adj_1 +”Healthy”

print(story)
Cycle 2 Objectives
1. Create new turtle. 12. Picking the Pen Up and Down
2. Drawing Preset Figure. 13. for Loops
3. Change the turtle size. 14. while Loops
4. change the color of the turtle. 15. Conditional Statements.
5. Changing the Screen Color. 16. Random Integers.
6. Changing the Screen Title. 17. Random Element Picker
7. Changing the Pen Size.
8. Filling in an Image.
9. use the function stamp.
10. Moving the Turtle.
11. Use Range function. Final Project: The Python Turtle Race
Learning Objectives(Cycle 3)

1. Define programming. 15. Define a list.


2. Determine the uses of python. 16. Create a list in python.
3. Use print function. 17. Concatenate multiple list.
18. Accessing items in a list.
4. Use the “print” function. 19. Modify items in a list.
5. Use the “input” function. 20. Adding removing item in a list.
6. Start a new line.
21. Introducing the for command.
7. Use the concatenation. 22. Introducing the range function.
8. Recognize python operators. 23. Use the for command in a program.
9. Recognize python operator’s precedence. 24. Creating a function.
10. Use python operator. 25. Differentiate between parameters and arguments.
11. Introduce the conditional statement. 26. Use random module in python.
27. Use random.randint function.
12. Define a loop. 28. Use random.randrange function.
13. Introduce the while instruction. 29. Use random.randchoice function.
14. Use python control statement
30. Final project “Guess the number game”.
Guess-the-Number Game

import random

num = random.randint(1, 10)

guess = None

while guess != num:

guess = input("guess a number between 1 and 10: ")

guess = int(guess)

if guess == num:

print("congratulations! you won!")

break

else:

print("nope, sorry. try again!")


Cycle 4 Objectives
● Understanding the concept of a root window and Displaying Text and Images With Label Widgets
a main loop.
Displaying Clickable Buttons With Button Widgets
● Understanding widgets—the building blocks of
programs. Getting User Input With Entry Widgets

● Getting acquainted with a list of available widgets.


Assigning Widgets to Frames With Frame Widgets
● Developing layouts by using different geometry
Using Events and Event Handlers
managers.
Using command
Final project:Building a Temperature
Converter

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