Python for learners aged 5–17

Learn to write
Python you
understand.

Read a short explanation, work through a question, then put the idea into code. Build up from your first message to variables, loops, and small projects.

Try a little Python below. No account needed.

CPU
greeting.py
print("Hello, world!")

Example output

Hello, world!

An example program: print() displays the words inside the quotation marks.

Byte, your CPU companion

Your next idea starts here

One little line.
Something you made.

Try your first Python moment

Say hello to Python

Small code.
Meet big possibility.

A program can start with a single line. This one tells the computer to say hello. Take a peek at what happens.

Meet print().
It displays a message. The words inside the quotation marks are the message you want to share.

hello_python.pyInteractive example
# A small hello. A real idea.
print("Hello, builder!")

Output

Your message will appear here.

A guided illustration of Python’s print() function. This preview shows a fixed example; it does not execute code.

Inside a lesson

Understand a variable.
Then use one.

Here is a small example of how a lesson works. The same idea carries through the reading, the question, and the code you write.

A name for a value
nameAri

The variable is called name. The value stored in it is "Ari".

Sample lesson excerpt. Your answers here are for practice and are not saved.

  1. 1
    Read

    Learn the idea

    A variable gives a value a name. Here, we store the word Ari so we can use it later.

    name = "Ari"
    print(name)
  2. 2
    Check your understanding

    Try it yourself

    Before writing more code, think about what these two lines do.

    What will print(name) display?

    Choose an answer. You can try again and read the explanation.

  3. 3
    Write

    Make it work

    Use the same variable in a greeting. In a full lesson, this is where you would write and test your own version.

    print("Hello, " + name)

    Example output

    Hello, Ari

The curriculum

See what you could
learn to make.

Each package brings related ideas together in a project. These sample outlines show the curriculum we’re preparing; full packages are not available yet.

FREEPreview

Hello, Python

Use text, variables, and simple decisions to write a program that greets someone by name.

See the sample topics
  1. Print your first message
  2. Meet variables
  3. Make a decision
Try a Python example
A greeting with your name
Hello, Ari
Example output

greeting.py

name = "Ari"
print("Hello, " + name)
Sample project idea · shown for illustration
PREMIUMPreview

Little problem solvers

Use loops, lists, and functions to repeat tasks and organise a program. Begin with a pattern you can explain line by line.

See the sample topics
  1. Patterns & loops
  2. Lists of ideas
  3. Useful functions
About package access
A pattern made with a loop
*
**
***
****
Example output

pattern.py

for row in range(1, 5):
    print("*" * row)
Sample project idea · shown for illustration
PREMIUMComing soon

Make it playable

Combine variables and decisions in a guessing game, then add a score and change the rules.

See the sample topics
  1. Build a guessing game
  2. Keep a score
  3. Make it yours

In the workshop · coming soon

One decision in a guessing game
Try a larger number.
Example output

guess.py

secret = 7
guess = 4
if guess < secret:
    print("Try a larger number.")
Sample project idea · shown for illustration

Learning with a mentor

Work through a tricky idea
with someone who can help.

Sometimes you can read the code and still not see why it behaves that way. A mentor can ask a useful question, follow the program with you, and explain what to try next.

We’re planning optional sessions with qualified, experienced mentors for help with concepts, project feedback, and study planning.

About mentor sessions

A little guidance can go a long way.

Mentor sessions are planned as an optional way to get help with tricky concepts, project feedback, and a study plan. Booking and interest registration are not open yet. No request has been submitted.

Optional support. Sessions are not yet open for booking.

An example of learning together

The learner’s question

“Why does my loop keep going?”

count = 1
while count < 4:
    print(count)
    # What is missing here?

A mentor can help you follow what the computer is doing, then identify the part to change.

Illustrative explanation. No code is executed and no session is being booked.

For parents

What will your child
be practising?

Reading a program and explaining what it does. Predicting a result before running it. Finding a mistake, changing one thing, and trying again.

The learning path combines short readings, questions, and coding challenges. Learners work through one concept at a time, with a clear next step when they are ready.

Younger learners may need you alongside them.

CodeCrafters is being designed for ages 5–17. Younger children may need help with reading and the keyboard. Mentor sessions are optional; they are not required to follow the self-paced path.

Before you begin

Questions about
learning here.

Does my child need coding experience?

The learning path is designed to begin with the basics: reading a small piece of code, understanding one idea, and trying it out. No previous coding experience is expected.

Who is CodeCrafters for?

CodeCrafters is being designed for learners aged 5–17. Younger learners may need an adult alongside them to help with reading and using the keyboard. Learners can move at their own pace.

Are mentor sessions required?

No. Self-paced learning is the core experience. Mentor sessions are planned as an optional add-on for questions, project feedback, and help with a study plan. Booking is not available yet.

Can I sign in and start a package now?

You can sign in with Google to see your available lessons and progress. Readings save progress at the end, and quizzes can be submitted for grading. Coding completion is waiting for the execution service; paid access is not available yet. The Python example here needs no account.