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Keystage 2 and 3 Python: "From beginners to bonkers"

8 Lesson Plans and resources to deliver introductory Python 3.

Stephen Richards

Created by Stephen Richards
last edited Nov 19 2015 by Stephen Richards

A set of lesson plans, worksheets and sample programs to introduce Python.

Note - the current timings are to be taken with a BIG pinch of salt. I would like to get feedback from people on how long some of these tasks take in different contexts, also please share any adaptations you make for different groups of learners.

This follows 4 projects in 2 lesson blocks. - Introducing commands and programs. - Decisions, lists and Artificial Intelligence with a compliment generator and a silly story generator. - Graphics with tKinter by making a noughts and crosses game, with further use of artificial intelligence and algorithms. - Encryption and decryption, working with strings and simple mathematics. .

Level: (Beginner)

Duration: (12 hours + (?))


  • Syntax
  • Sequence
  • Selection
  • Iteration

  • Decisions
  • Artificial Intelligence
  • Graphics with tKinter
  • Basic data structures with lists

Project 1
• Understand what python is and what we can use it for. Understand and use GUI. Begin to create basic strings and commands
• Print text.
• Use Python Shell as a calculator.
• Begin creating variables.
• Understand what an IDE is.
• Use and understand ‘print’ function.
• Use and understand operators
• Use and understand integers
• Understand what errors are and how we can debug them.

Project 2
• Develop programming skills to create a functioning program. Create input requests and use input data.
• Create a basic interactive program.
• Understand how to use ‘if’ and ‘else’ in program.
• Creating variables and using variables.
• Retrieving and processing input data to give an output.

Project 3 & 4
• Develop coding abilities further to use lists, ‘random’ command and ‘if/else’ and ‘elif’ statements.
• Introduce the use of functions and parameters.
• Create a silly story generator.
• Use more advanced coding techniques.
• Introduce lists and include variables
• Understanding how to use ‘elif’
• Use of # to denote comments to the programmer
• Use of strings
• Using the random function

Project 5 & 6
• Import from tKinter to create graphics.
• Create a basic game. Define how to win.
• Create a graphic based game (such as tick tack toe).
• Plotting vectors.
• Creating functions to draw noughts or crosses or to check if a player has won the game.
• Using ‘create_’ to create different shapes

Project 7 & 8
• Explore the Caesar cipher and how ciphers are used to transmit confidential information. Create more complex program for codebreaking.
• Create a program to encrypt and decrypt messages.
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