Python for Kids · Class 6

Python Course for Class 6 Students

A project-based 36-week, 72-session Python programming curriculum for Class 6 students, progressing from clear coding foundations to a working year-end application.

36 weeksDuration
2 / weekSessions weekly
72 hoursTotal learning
BeginnerLevel
A code editor window with a friendly python snake

Quick answer

The Class 6 Python program provides two one-hour coding sessions per week for 36 instructional weeks. Every module combines concepts, guided practice, debugging and a project, so learners develop working Python skills rather than merely replicating code.

Complete annual curriculum

9 modules × 8 sessions = 72 guided sessions

Select any module to read the full explanation—the big idea, the concepts unpacked, the session-by-session plan and the project students build.

Three numbered instruction cards linked by arrows
Module 1 · Sessions 18

Thinking Like a Programmer

Before a computer can be clever, somebody has to be clear. That somebody is you.

  • Algorithms in daily life
  • Python workspace
  • First print program
Project: Interactive introduction card
Explore this module →
Three labelled boxes holding a name, a number and a score
Module 2 · Sessions 916

Values, Variables and Input

A variable is a labelled box. Python will happily keep anything you put in it — until you swap it for something else.

  • Strings and numbers
  • Variables
  • User input
Project: Personalised quiz
Explore this module →
A path splitting at a decision diamond into a tick and a cross
Module 3 · Sessions 1724

Decisions with Conditions

This is where a program stops following one path and starts making choices.

  • Booleans
  • If and else
  • Comparison operators
Project: Choose-your-path story
Explore this module →
A circular repeat arrow around a repeating pattern
Module 4 · Sessions 2532

Loops and Patterns

Why type a line one hundred times when you can teach the computer to type it for you?

  • For loops
  • While loops
  • Debugging infinite loops
Project: Pattern and times-table generator
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A machine with an input arrow, gears inside and an output arrow
Module 5 · Sessions 3340

Functions as Building Blocks

A function is a spell you write once and can then cast whenever you like.

  • Reusable code
  • Parameters
  • Return values
Project: Mini calculator toolkit
Explore this module →
A numbered list shelf with items in slots zero to three
Module 6 · Sessions 4148

Lists and Collections

One variable holds one thing. A list holds the whole class.

  • Create and update lists
  • Loop through items
  • Simple searching
Project: Classroom task manager
Explore this module →
A turtle drawing a neat square spiral
Module 7 · Sessions 4956

Turtle Graphics

Give the computer a pen, tell it where to walk, and watch geometry turn into art.

  • Coordinates
  • Angles
  • Procedural drawing
Project: Generative geometry art
Explore this module →
A game controller beside a score and lives panel
Module 8 · Sessions 5764

Game Logic

A game is just loops, conditions and randomness wearing a costume.

  • Random values
  • Score and lives
  • Testing
Project: Number-guessing game
Explore this module →
A gold trophy on a pedestal with a ribbon and confetti
Module 9 · Sessions 6572

Young Coder Capstone

Nine modules of skills, one idea of your own, and a year to point at.

  • Plan
  • Build in stages
  • Demo and explain code
Project: Original Python game or learning tool
Explore this module →

Year-end outcome

A project the student can explain—not just display. By the end of the year, students can:

  • Define the problem or learning goal
  • Document important decisions and changes
  • Test the output and correct issues
  • Present the work and answer questions

Assessment approach

Progress across skills, projects and reflection. Reviews consider understanding, application, originality, accuracy, safety, debugging or verification, and the student's ability to explain their work.

  • Module practice and mini-projects
  • Mid-year review checkpoint
  • Portfolio documentation
  • Final capstone demonstration
Questions & answers

What families and schools ask

Is this Python curriculum suitable for a Class 6 beginner?
Yes. The first module establishes the required foundation, while projects and practice are adjusted to the learner's prior experience.
How many Python sessions are included?
Students complete 72 guided sessions across 36 instructional weeks, with two one-hour classes per week.
Will students build real projects?
Yes. Every module produces a small working artefact, and the year ends with a class-appropriate capstone that students explain and demonstrate.
Does my child need a laptop?
Regular access to a laptop or desktop is recommended for practice. Schools can also deliver the program through a suitable computer lab.

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