In technology, the only limit you have is your imagination

Interested in bringing Code for fun to your school? Contact Us now!

Little Programmers

Age: 5-7 years

Maximum class size: 20 students

Student-Teacher ratio: 5:1

“ Robotic toys can be very interesting, but it is important that the toy not ‘dictate’ how the child should play with it. Rather, it should take its cues from the child and enhance, teach, and enrich the play experience. ”  - Colin Angle, Co-founder and CEO at iRobot Corporation

Code for fun’s Little Programmers class is a great introduction to Robotic.  Students use Beebots robots. This toy won’t start marching with the flick of the on switch. Instead, your child will learn sequencing, estimation, problem solving and will have fun programming their new Robot friend! They send their Robots on fun adventures like:  

  • Adding and subtracting
  • Going through maze
  • Navigating through a city

Other activities during the program cover computational thinking exercises, studying the technology timeline and hardware.

Introduction to the magical world of Computers

Age: 7-10 years

Maximum class size: 20 students

Student-Teacher ratio: 5:1

 

“ When people think about computer science, they imagine people with pocket protectors and thick glasses who code all night. ”  Marissa Mayer  (CEO of Yahoo!)

Code for fun’s Introduction to the Magical World of Computers will forever change how Marissa Mayer illustrates our thoughts of computer science. 

This program will lead the students to create their own Journey of the Hero, and become Superheroes with the power of programming !!!.  Your child’s powerful imagination will guide her, and with Code for Fun’s use of “Plugged and Unplugged” activities, she will learn computer science fundamentals. By the end of this program, students will

  • Solve puzzles using block programing on the computer and through interactive “unplugged” activities (without a computer).
  • Learn binary code and programming concepts (sequence, conditional, loops...) 
  • Be introduced to the concept of a function. 
  • Understand the components of a computer and what they are used for. 

This class is designed specifically for youth. Our instructors make it fun and interactive by using the character strengths of The Hero on his or her way to becoming a great engineer. 


Creative Computing

Age: 7 to 10 years

Maximum class size: 20 students

Student-Teacher ratio: 5-1 

Explore, imagine and create! That is the core of Creative Computing.This program offers opportunities for the students to engage in designing, personalizing, sharing and rethinking their creative practices.The students are given a Design Journal(a physical notebook) where they add their ideas, notes, sketches and reflect on their learning process. By the end of the course the students will

  • have a good understanding of how to using the Scratch programming interface have learned
  • be familiar with the concepts of sequence, loops, conditionals, events and parallelism.
  • have created a series of projects focusing on different themes: create an animation, compose music, design a game, build a story.
  • be familiar with the concept of Debugging (finding a problem in the program and solving it) and develop debugging techniques. 
  • Learn how to find inspirations from other projects by remixing them and enhancing them.

Creative Computing is a great way for students to learn computer science while using their own creative potential.

This program is inspired from ScratchEd 


Robotics and Programming with LEGO® WeDo

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Age: 7-10 years

Maximum class size: 20 students

Students-Teacher ratio: 5:1

Your child will build and program simple robotic systems using LEGO® Education WeDo, use simple coding skills, engineering concepts, components of the robotic system and connect it to block programming to expand their project. Students assess different outputs of the system by varying the inputs and variables. They learn to analyze and present these results to an audience. This program reinforces team-building skills, boosts confidence and encourages your child to experiment with new ideas.

Instructors provide learning opportunities for developing these broader learning goals:

  • Think creatively to make a working model
  • Develop vocabulary and communication skills to explain how the model works
  • Establish links between cause and effect
  • Reflect on how to find answers and imagine new possibilities
  • Brainstorm ideas and endeavor to bring some of them to fruition
  • Make fair tests by changing one factor and observing or measuring the effect
  • Make systematic observations and measurements
  • Display and communicate data using tables
  • Follow 2D drawings to build a 3D model
  • Think logically and create a program to produce a specific behavior
  • Write and present creative stories using models for visual and dramatic effects


Coding with Robots

Age: 7 to 10 years old

Children learn through play. Combining a real robot with coding fires up a child’s imagination, inspires dreams, and builds confidence. Navigate the robots through challenging maze, make robots react to their environment, complete coding puzzles on the tablet, work in teams to compete on fun games. Children will use a serie of fun tools (Dash and Dots, Lego® WeDo and Beebots) to engage with technology and use their critical thinking skills.


Product Design using Coding and Craft

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Age: 8 - 12 years

Maximum class size: 20 students

Student-Teacher ratio: 5:1

What parents say

"My daughter is having so much fun at camp.  Everyday she has come home brimming with excitement to tell me about her day and what she did.  The first day the spirals by hand, then on the computer was so much fun she said.  Yesterday, she created a greeting card business yesterday and used her money wisely! :) "

“ My background was computer science and business school, so eventually I worked my way up where I was running product groups development, testing, marketing, user education. ” - Melinda Gates (co-founder of the Bill and Melinda Gates Foundation)

Code for Fun’s “Girls Only” program is a little bit Melinda Gates with a dab of Project Runway on the side. Before the week has ended, your daughter will have created her own computer programs plus she will have “(run) product groups, development, testing, marketing, and user education.”

Each morning the girls will be tasked with designing a new product and then crafting a prototype. In their afternoon, after completion of the morning step, they will create a computer program to either automate the design phase of the product, or complete the product offering (for example, they can create a game that is related to the product).

The Product Design Using Coding And Craft class will have invited guests on our last day. The girls will meet with Women working in the Tech Industry, and these guest speakers will share their personal stories to empower the young students. 

 This program is designed specifically for girls. It is Code for fun’s way of building entrepreneurship and design skills with young creative women.


Story Telling and Game Design from Scratch

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Age: 8-12 years

Maximum class size: 20 students

Student-Teacher ratio: 5:1

Parents' feedback:

"Excellent instruction and very engaged children. Highly recommend." 
“ Using a set of about 100 commands that can be snapped together visually, you can create just about anything and learn the fundamentals of more advanced languages. ”  - 14-year-old’s comment, taken from the Scratch website

If you wish for your child's time to be filled with her own imaginative play, then it’s time to welcome Code for fun’s Story Telling And Game Design From Scratch!! 

Move over Minecraft and PlayStation, as Code for fun guides children in learning programming. Using basic computer science concepts, your child will build his or her own stories and create games that they can share with classmates and you!

Code for fun provides a great balance between “Plugged” and “Unplugged” activities, and keeps the sessions interactive. During this activity packed week, your children will use ELA (English Language Art) skills and:

  • Choose or build their own story.
  • Use computational thinking.
  • Write a program. 
  • Digitally tell their story.
  • Learn the different types of computer games. 
  • Be taught the elements used to construct a computer game.  
  • Learn how to make a game step-by-step (sequencing).
  • Create a game with the entire class. 
  • Design a game with a classmate. 
  • Use block programming to code their game.  
  • Play each other’s games.
  • And importantly, they will learn how to provide constructive feedback.

This class is designed specifically for youth ages 8-12 years, and our instructors make it fun and interactive. Code for fun’s Story Telling And Game Design From Scratch will transform your child’s enjoyment of playing computer games into the ability to code a game using their own imaginations.


Intermediate Scratch

Age: 8-12 years

Maximum class size: 20 students

Student-Teacher ratio: 5:1

Prerequisite:

  • Story Telling and Game Design from Scratch 
  • or previous experience using Scratch programming language
  • All students will need an account on scratch.mit.edu

Parents' feedback:

"Thank you so much to everyone at the program, our son loved it!"

A natural progression after "Story Telling and Game design from Scratch", this program focuses on the next programming concepts using Scratch language, via developing new games as well as art, science and math projects. 

The students learn in depth:

  • How to create new blocks to code their own functions
  • The different data type supported by Scratch and how to use variables to enhance a user interface
  • How to create and manipulate lists
  • How to manipulate strings

The students' projects portfolio will become a series of problems they need to remix and solve. Far beyond just making games, they will learn how to simulate gravity, create a quiz to learn math, biology or geography, create their own educative project using all the concepts they learn

Unplugged activities provide a complement to explore more computer science concepts like learning how fax machine send digital images etc...


Bootstrap  (Game Design) 1

11-15 years old

Maximum class size: 20 students

Student-Teacher ratio: 7:1

“ The teacher pretended that algebra was a perfectly natural affair, to be taken for granted, whereas I didn’t even know what numbers were. Mathematics classes became sheer terror and torture for me. I was so intimidated by my incomprehension that I did not dare to ask any questions." ― Carl Jung, Psychiatrist and Psychotherapist

Carl Jung is not alone in his characterization of math. In fact, according to The Top Ten website’s recent poll, math or science courses account for 7 of the 10 hardest school subjects in the US. This suggests that our children’s middle school introduction to Algebra will likely be more than we can help with. And, although we ourselves may not have a strong grasp of algebraic concepts, as parents we want to ensure that our children achieve more than we have. The question is, how?

Well … Have you heard of those parents who mask the vegetables that their kids won’t eat by hiding them inside delicious baked goods? That is exactly how Code for fun’s Bootstrap (Game Design) I teaches algebraic and geometric concepts … by hiding them inside the excitement of creating a video game.

Computer scientist Emmanuel Schanzer became a middle school math and science teacher, and created Bootstrap to help make learning algebra fun. Bootstrap is perfect for the child that has mastered block coding, but no previous coding experience is required. At the end of their Bootstrap (Game Design) I course, your child will have:

  • A video game of their own design.
  • Learned image editing to personalize their game’s characters.
  • A complete workbook filled with …
    • Word problems
    •  Notes
    • Math challenges

This class is designed for youth ages 11-15 years, and our instructors make it fun and interactive. Code for fun’s Bootstrap (Game Design) I promotes your child’s enjoyment of geometry and algebra because it is served in the delicious experience of computer game design!


BOOTSTRAP (GAME DESIGN) 2

11-15 years old

Maximum class size: 20 students

Student-Teacher ratio: 7:1

Prerequisite: Bootstrap (Game Design) I

" It is clear that Bootstrap is a STEM education approach that will help fundamentally improve computational thinking for this generation's 'digital natives'. "  - Dr. Jamie Bracey, Director of STEM Education, Outreach & Research, Temple University College of Engineering

The objective of Bootstrap (Game Design) I was to inspire your child to enjoy the experience of algebra through game design. And in Bootstrap II we hope to take them deeper into the world of programming.  Starting with the foundation laid by Bootstrap I, we will begin to build events and data structures that allow students to develop far more sophisticated programs.

Your child will learn about the world­ based event loop, and how it drives their Bootstrap I game works. They will then use it to create animations using simple datatypes for their world. Finally, they will learn about data structures, which will allow them to design a World structure for a more sophisticated game of their own design. By the end of their Bootstrap (Game Design) II course, your child will have learned the following Mathematic and Programming concepts:

Mathematics

  • Complex functional relationships
  • Exploring Randomness
  • Connections to Trigonometry

Programming

  • Event ­Driven Programming
  • Data Structures
  • Whole­Program Design
  • Data Modeling
  • Encapsulation
  • Connections to recursion, lists, and algorithms


Science and Programming

Age: 11-15 years old

If your child loves to solve problems and to program, this class is for her! The students will explore

  • Different science projects and use computer programming language to create simulations (like the solar system)

  • Number theory, probability, and geometry and create a program to demonstrate the solution.

Code for fun’s instructors make the camp fun, using team-building exercises to help the students collaborate and use each others’ ideas to expand their projects. 

  


Introduction to Python with Minecraft

Age: 11-15 years old

Harness your Minecraft world with the power of Python

Are you a minecraft player who wants to expand your capability in the game with programming? Then this camp is for you. 

  • Use variables and control structures to find and teleport your player
  • Learn to think like an architect and build mansions in minutes. 
  • Understand 3 dimensional geometry and use the power of loops and functions to build multiple, huge, complex structures like a rainbow, sphere and pyramid.
  • Plan your own city or build your exotic piggy or unicorn house .
  • Make your own games of treasure hunt or a maze challenge using files. 
  • Use lists and dictionaries to etch your name in the Minecraft world.

You are guaranteed to learn new programming skills while having fun with Minecraft!


Python 101

Age: 11-15 years old

Parents' feedback:

"My son and his three friends have been enjoying your class very much.  My son had actually come home everyday this week and has told me he had fun in class. Thank you so much for offering this class."

Students' feedback:

"I liked making games and coding with Python" - A, 11 years
" I liked learning object oriented programming and making on Pong game" - J, 11 years
"I really like to learn how to use the Tkinter module" - B – 11 years
"I really enjoyed the structure of learning a concept first and then applying it to our game and really liked the Turtle unplugged activity. It makes you learn how the computer thinks" - B, 11 years.

Programming fosters creativity, logic and problem-solving.This course provides a fun introduction to programming using Python.It is designed for motivated children with little experience with programming. The students will explore:

  • Basics:Python Data Types, Variables, Lists
  • Perform simple control flow operations using if statements and loops.
  • Learn how to reuse code with functions.
  • Create simple animations using Turtle and tkinter modules.
  • The basics of classes and objects.
  • Each concept learned is reinforced with programming puzzles.
  • Developing a graphical game at the end based on the concepts of events and different animation techniques.

Python 102

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This course is for medium level programmers who would like to dive deeper into the python language. Alternatively, students can attend the course Python 101 to be able to take full advantage of this advanced course. Some of the advanced features the students will explore are:

  • Data Structure and how to represent two dimensional Data Structure in Python
  • Nested Loops
  • Inheritance
  • Base Class and Derived Class.
  • Basic Widgets in Python.
  • List Comprehension
  • Lamda functions

Each new concept learning is accompanied with a review of the fundamental programming concept. Students will be developing two standalone applications to integrate the new concepts covered in the program.

Web Design using HTML and JavaScript

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This program introduces kids to the magical world of creating their own webpages using HTML. They will be linking to other sites; learning how to add images; collecting information from visitors. They will also be introduced to JavaScript programming to make their website pages more interactive. At the end of the program your child will have a website of their own design. Children must be computer literate (master typing and use of the mouse and trackpad is a must).

Children’s creativity is endless. If kids engage in design from an early age, they will be able to expand their creative potential. They are able to imagine things that go beyond expectations. Learning HTML is a fun way for kids to express themselves.

Age: 11-15 years old


Computer Science and Robotics Using Arduino™

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Age: 11-15 years old

 

Arduino™ makes it easy to program tiny computers called microcontrollers which make objects interactive. As they progress through the course students learn how to design, assemble and program with the Arduino™ microcontroller using their understanding of mechanical, electrical and software engineering concepts taught throughout the course.

Topics explored include:

Parts of the Arduino microcontroller, breadboard and basic components of the Arduino starter kit.

  • Current, Voltage and Resistance
  • Building a simple circuit and avoiding a short circuit
  • Series and parallel circuits
  • Finding the resistance in ohms of a resistor
  • Identifying Sensors, Actuators and Transducers
  • Use of the Arduino™ software
  • Based on C/C++, they will learn elements of programming not limited to Variables, Data Types, Operators , Control Statements, Loops, Functions, Lists and Header files
  • Digital and Analog signals
  • Piezo electricity
  • Use and working of Capacitors, Motors, Diodes, Transistors, LCDs and Potentiometers
  • Introduction to Tinkercad Electronics Lab

Students will design circuits and projects for the Arduino™. They will build some of their very first projects like

  • a music keyboard
  • a sorting hat influenced by the world of Harry Potter
  • a lamp that switches on by sensing touch
  • an automatic fidget spinner
  • predict the future with their own crystal ball project.

Students will be encouraged and provided guidance to come up with ideas and projects of their own that they can showcase based on concepts learnt.

 

 

 

You will learn about Engineering process, Arduino™ Board (hardware) and IDE (software), electronic circuits, rapid prototyping using Arduino™ Microcontroller, embedded systems, coding, problem solving strategies