Coding Classes Near Me
Python for beginners 2025
71%
by Siliconvalley4U
A. Course Overview This Python Programming course is a program designed to introduce students to the fundamentals of coding. No prior programming experience is necessary—students only need basic computer usage skills. B. Teaching Strategies The course materials cater to diverse learning styles, combining written text with engaging multimedia content. Delivered entirely online, the course offers flexibility for students to learn seamlessly from home or in the classroom. Key chapters focus on Python programming and computer science principles, while supplemental lessons cover topics such as computing ethics, career exploration, and societal impacts of technology. Teachers may tailor lessons to meet state standards or student interests. The course culminates in an optional Creative Project, which can be completed individually or in small groups, fostering collaboration and hands-on application of programming skills. C. Course Planner The curriculum is designed for daily lessons lasting 45-60 minutes. Each chapter includes: • One lesson per day (including quizzes). • One day per chapter lab activity. • One day per chapter test. Larger labs may require additional time. D. Chapters and Objectives Chapter 1: Fundamentals of Python • Introduction to Python • Running Python Programs • Writing Python Code Chapter 2: Working with Data • Data Types and Variables • Numeric and String Variables Chapter 3: Input and Output • Printing Parameters • User Input • String Formatting Chapter 4: Making Decisions • Logical Expressions and Operators • The “if” Statement • Complex Expressions Chapter 5: Finding and Fixing Problems • Types of Errors • Troubleshooting Tools • Using the Python Debugger Chapter 6: Lists and Loops • Lists, Tuples, and Functions • “For” and “While” Loops Chapter 7: Numeric and Data • Dates, Times, and Math Libraries • Random Numbers Chapter 8: Working with Strings • String Functions • Input Validation with “try/except” Chapter 9: Functions • Writing and Calling Functions • Local and Global Scope Chapter 10: Python Classes • Object-Oriented Programming Basics Chapter 11: Class Instances • Creating and Managing Objects Chapter 12: Food Fight Project • Developing a Python-based Game Chapter 13: Creative Project • Design, Coding, Testing, and Team Collaboration Supplemental Lessons • Python on Your Computer: Installing Python, Using IDEs, and Managing Projects. • Computers and Society: Global Computing, Digital Identity, and Artificial Intelligence.
Online
Ages 6-18 years
AP Computer Science Test Workshop 2025
71%
by Siliconvalley4U
Is the student struggling with computer science subject at school? Does the student aim to get a score of 5 in this test? Or simply, the student would love to have a better understanding of the subject? We are here to help you with your journey. OUR GOAL IS TO: - Master 100% of the course content through reviewing and practicing the test, and running programs. - Build solid Java programming skills, and train computational thinking - Be able to design and implement programming algorithms independently - Master how to learn and prepare the AP CS exam independently - Get ideas on building CS programming projects COURSE OUTLINE: I. OBJECT-ORIENTED PROGRAM DESIGN - The overall goal of designing a piece of software (a computer program) is to correctly solve the given problem. A. Program and Class Design 1. Problem analysis 2. Data abstraction and encapsulation 3. Class specifications, interface specifications, relationships (“is-a,” “has-a”), and extension using inheritance 4. Code reuse 5. Data representation and algorithms 6. Functional decomposition II. PROGRAM IMPLEMENTATION - Part of the problem-solving process is the statement of solutions in a precise form that invites review and analysis. A. Implementation techniques 1. Top-down 2. Bottom-up 3. Object-oriented 4. Encapsulation and information hiding 5. Procedural abstraction B. Programming constructs 1.Primitive types vs. reference types 2. Declaration: Constants, Variables, Methods and Parameters, Classes, and Interfaces 3.Text output using System.out.print and System.out.println 4. Control: Method call, Sequential execution, Conditional execution, Iteration, and Recursion 5. Expression evaluation: Numeric expressions, String expressions, and Boolean expressions, short-circuit evaluation, De Morgan’s law C. Java library classes and interfaces included in the AP Java Subset III. PROGRAM ANALYSIS - The analysis of programs includes examining and testing programs to determine whether they correctly meet their specifications. A. Testing 1. Development of appropriate test cases, including boundary cases 2. Unit testing 3. Integration testing B. Debugging 1. Error categories: compile-time, run-time, logic 2. Error identification and correction 3. Techniques such as using a debugger, adding extra output statements, or hand-tracking code. C. Runtime exceptions D. Program correctness 1. Pre- and post-conditions 2. Assertions E. Algorithm Analysis 1. Statement execution counts 2. Informal running time comparison F. Numerical representations of integers 1. Representations of non-negative integers in different bases 2. Implications of finite integer bounds IV. STANDARD DATA STRUCTURES - Data structures are used to represent information within a program: Primitive data types (int, boolean, double), Strings, Classes, Lists, and Arrays (1-dimensional and 2-dimensional) V. STANDARD OPERATIONS AND ALGORITHMS - Standard algorithms serve as examples of good solutions to standard problems. Many are intertwined with standard data structures. A. Operations on data structures 1. Traversals 2. Insertions 3. Deletions B.Searching 1. Sequential 2. Binary C.Sorting 1. Selection 2. Insertion 3. Mergesort VI. COMPUTING IN CONTEXT - An awareness of the ethical and social implications of computing systems is necessary for the study of computer science. System reliability Privacy Legal issues and intellectual property Social and ethical ramifications of computer use "SiliconValley4u is a great choice for AP Comp Sci Tutoring. They are subject matter experts and extremely professional. When my daughter was struggling with AP Comp Sci they quickly made themselves available for consultation and got her back on track with excellent tutoring. She ended up scoring very well on her AP test. Akhil Y is a very patient tutor for AP Comp Sci Principles and AP Comp Sci A." - Alex M (Yelp review)
Online
Ages 12-18 years
2D and 3D Game Design With Unity (Level 1)
by AI Code Academy
Have your child dive into the exciting world of game development with Unity! This course will guide you through the process of creating engaging 2D and 3D games while mastering essential tools, physics concepts, and coding in C#. By the end, you'll have a complete game designed and built by you! Lesson 1: Welcome to Unity Overview: Explore the Unity Editor and its interface as you set up your first project. Project: Build a 2D game template while learning the essential tools and features that Unity provides. Lesson 2: Exploring 2D Physics Overview: Bring physics to life with fun, interactive demos in Unity's 2D environment. Projects: Create a mass-scale demo with levers, fulcrums, and adjustable weights. Design trampolines to explore friction and bounce dynamics. Lesson 3: Physics in 3D Overview: Step into 3D game design and experiment with physics! Project: Build a game where a marble rolls across a balancing object, completing a physics challenge while familiarizing yourself with Unity's 3D capabilities. Lesson 4: Programming Foundations in C# Overview: Learn the fundamentals of C#, the backbone of Unity game scripting. Skills: Understand key programming concepts like variables, loops, functions, and how to apply them to Unity games. Lessons 5–9: Building the "Roll a Ball" Game A step-by-step journey to create your very own 3D game! Each lesson builds on the last, introducing new features and mechanics. Lesson 5: Movement Design your game board and write a movement script to control the rolling ball. Lesson 6: Camera Controls Add dynamic camera movements for a more immersive experience. Write a script to handle camera behavior and display control. Lesson 7: Items and Visuals Add interactive objects like pickups. Use scripting to animate and customize these items, including adding textures and rotations. Lesson 8: Scoring and UI Introduce scoring mechanics and a win condition. Build a polished user interface with a win screen to celebrate victories. Lesson 9: Adding Enemies Make your game more challenging by incorporating enemies that chase the player. Explore techniques for creating and controlling enemy behaviors. Lesson 10: Final Project – Your Game, Your Design Overview: Bring it all together by designing your very own game level! Activity: Customize the layout, place items and enemies, and fine-tune your game with guidance from the teacher. By the end, you'll have a fully playable game ready to showcase. This course is designed to be hands-on, engaging, and collaborative. By the end, you'll not only have a completed project but also the skills to continue creating games in Unity. Let’s build something amazing!
Online
Ages 10-16 years
Build a Website
71%
by Siliconvalley4U
Website is the easiest and quickest way for an organization to increase its credibility. Today, users expect a lot out of the web page. It should load fast, expose the desired service, and be comfortable to view on all devices from desktop computers to tablets and mobile phones. Here’s your chance to create your own. This class is designed to help students understand how websites are created, and how it works.
Online
Ages 6-18 years
Python for Beginners
71%
by Siliconvalley4U
A. Course Overview: The Python Programming curriculum is a one-semester course covering topics typically found in introductory computer programming (coding) courses. Other introductory programming courses are not required; students merely need to have typical computer usage skills prior to starting this course. B. Teaching Strategies: The course material is designed to appeal to a variety of students, from traditional learners who thrive on written text to audio-visual students who enjoy a multi-media format. All content is delivered through an online system that allows students to work seamlessly both in the classroom and at home. The main chapters concentrate on Python programming and computer science topics. Certain states may require additional topics ranging from computing ethics and security to career exploration to the impact of computers on modern society. The course contains additional supplemental chapters at the end that can optionally be used to meet common state requirements. Teachers may choose to assign Supplemental Lessons as desired to meet state standards or student interest. The final “Creative Project” is optional and can be completed in small groups C. Course Planner: Some classes may move faster or slower than the suggested pace. The planner assumes students are working daily with approximately 45 to 60 minutes of class time. In most cases, the planner estimates one day per lesson (including the lesson quiz), one day per graded chapter activity (lab), and one day per chapter test. Some larger labs are assigned more time. D. Reading and Objectives: Chapter One: Fundamentals of Python • Introduction to Python • Running Python Programs • Writing Python Code Chapter Two: Working with Data • Data Types and Variables • Using Numeric Variables • Using String Variables Chapter Three: Input and Output • Printing with Parameters • Getting Input from a User • String Formatting Chapter Four: Making Decisions • Logical Expressions • The “if” Statement • Logical Operators • More Complex Expressions Chapter Five: Finding and Fixing Problems • Types of Errors • Troubleshooting Tools • Using the Python Debugger Chapter Six: Lists and Loops • Lists and Tuples • List Functions • “For” Loops • “While” Loops Chapter Seven: Numeric and Data • Dates and Times • Advanced Data and Time Management • Random Numbers • The Math Library Chapter Eight: Working with Strings • Character Data • String Functions • Input Validation with “try / except” Chapter Nine: Functions • Writing and Calling Functions • Function Inputs and Outputs • Local and Global Scope Chapter Ten: Python Classes • Thinking about Objects • Class Variables and Methods • Managing Class Files Chapter Eleven: Class Instances • Creating Objects with Instance Data • Instance Methods • Managing Objects Chapter Twelve: Food Fight Project • Introducing “Food Fight” Chapter Thirteen: Creative Project Requirements (Scale as desired to meet available time) Design • Project Life-cycles and teams Coding Testing Supplemental Chapter One: Python on Your Computer • Installing Python • Managing Projects • Using the Python IDE Supplemental Chapter Two: Computers and Individual exercises per lesson Modern Society • Global Computing Issues • Managing Your Digital Identity • Impact of Computing • Artificial Intelligence Classes will be taught online (Zoom Links will be provided once registration is done) Let's head towards our goal to become a Python Programming master!
Online
Ages 6-18 years
Python for Beginners
71%
by Siliconvalley4U
A. Course Overview: The Python Programming curriculum is a one-semester course covering topics typically found in introductory computer programming (coding) courses. Other introductory programming courses are not required; students merely need to have typical computer usage skills prior to starting this course. B. Teaching Strategies: The course material is designed to appeal to a variety of students, from traditional learners who thrive on written text to audio-visual students who enjoy a multi-media format. All content is delivered through an online system that allows students to work seamlessly both in the classroom and at home. The main chapters concentrate on Python programming and computer science topics. Certain states may require additional topics ranging from computing ethics and security to career exploration to the impact of computers on modern society. The course contains additional supplemental chapters at the end that can optionally be used to meet common state requirements. Teachers may choose to assign Supplemental Lessons as desired to meet state standards or student interest. The final “Creative Project” is optional and can be completed in small groups C. Course Planner: Some classes may move faster or slower than the suggested pace. The planner assumes students are working daily with approximately 45 to 60 minutes of class time. In most cases, the planner estimates one day per lesson (including the lesson quiz), one day per graded chapter activity (lab), and one day per chapter test. Some larger labs are assigned more time. D. Reading and Objectives: Chapter One: Fundamentals of Python • Introduction to Python • Running Python Programs • Writing Python Code Chapter Two: Working with Data • Data Types and Variables • Using Numeric Variables • Using String Variables Chapter Three: Input and Output • Printing with Parameters • Getting Input from a User • String Formatting Chapter Four: Making Decisions • Logical Expressions • The “if” Statement • Logical Operators • More Complex Expressions Chapter Five: Finding and Fixing Problems • Types of Errors • Troubleshooting Tools • Using the Python Debugger Chapter Six: Lists and Loops • Lists and Tuples • List Functions • “For” Loops • “While” Loops Chapter Seven: Numeric and Data • Dates and Times • Advanced Data and Time Management • Random Numbers • The Math Library Chapter Eight: Working with Strings • Character Data • String Functions • Input Validation with “try / except” Chapter Nine: Functions • Writing and Calling Functions • Function Inputs and Outputs • Local and Global Scope Chapter Ten: Python Classes • Thinking about Objects • Class Variables and Methods • Managing Class Files Chapter Eleven: Class Instances • Creating Objects with Instance Data • Instance Methods • Managing Objects Chapter Twelve: Food Fight Project • Introducing “Food Fight” Chapter Thirteen: Creative Project Requirements (Scale as desired to meet available time) Design • Project Life-cycles and teams Coding Testing Supplemental Chapter One: Python on Your Computer • Installing Python • Managing Projects • Using the Python IDE Supplemental Chapter Two: Computers and Individual exercises per lesson Modern Society • Global Computing Issues • Managing Your Digital Identity • Impact of Computing • Artificial Intelligence Classes will be taught online (Zoom Links will be provided once registration is done) Let's head towards our goal to become a Python Programming master!
Online
Ages 6-18 years
Kids Online Fast Math Camp
100%
by Young Gates
1. Learn tables from 1 to 99 within seconds 2. Mental Addition 3. Mental Subtraction techniques 4. Mental Multiplication multidimensional Advantages of learning: These are tricks and shortcuts are for competitive, regular exams and everyday calculations Increase Calculation Speed and Accuracy Improves Confidence and Concentration Builds interest in Math
Online
Ages 10-15 years
Kids Online Fast Math Camp
100%
by Young Gates
1. Learn tables from 1 to 99 within seconds 2. Mental Addition 3. Mental Subtraction techniques 4. Mental Multiplication multidimensional Advantages of learning: These are tricks and shortcuts are for competitive, regular exams and everyday calculations Increase Calculation Speed and Accuracy Improves Confidence and Concentration Builds interest in Math
Online
Ages 10-15 years
Kids Online Fast Math Camp
100%
by Young Gates
1. Learn tables from 1 to 99 within seconds 2. Mental Addition 3. Mental Subtraction techniques 4. Mental Multiplication multidimensional Advantages of learning: These are tricks and shortcuts are for competitive, regular exams and everyday calculations Increase Calculation Speed and Accuracy Improves Confidence and Concentration Builds interest in Math
Online
Ages 10-15 years
Kids Online Fast Math Camp
100%
by Young Gates
1. Learn tables from 1 to 99 within seconds 2. Mental Addition 3. Mental Subtraction techniques 4. Mental Multiplication multidimensional Advantages of learning: These are tricks and shortcuts are for competitive, regular exams and everyday calculations Increase Calculation Speed and Accuracy Improves Confidence and Concentration Builds interest in Math
Online
Ages 10-15 years
Scratch Junior - Start Coding With Fun
100%
by Young Gates
In this course, we will learn the basics of using Scratch Jr. Students do not need to have any coding experience but should know how to work their device. Since this is for younger students, I highly advise the student having their zoom meeting on a computer and their project on a tablet that they can work on while still seeing the lesson. This will also allow them to show their work to the class as we go! Each class, the students will add to their animated story with new skills that they learn. Scratch Jr. is a visual block coding language that is perfect for prereaders. All of the blocks use images for their labels. Each of the for sessions is only 30 minutes long so that young students can stay engaged and focused the whole time. I will use screensharing to demonstrate the for the children and to guide their work. Lesson 1: Introduction -The students will be introduced to the Scratch Jr. App -We will start a new project, learn how to add characters and backgrounds and make our characters move Lesson 2: Creating/Editing Characters/Create Scenes -Students will take this class time to add/create all the characters and create programs Lesson 3: Animate our scenes -Students will learn how to animate a scene Lesson 4: Create Projects with more details
Online
Ages 4-7 years
Kids Online Intro to Java Coding Camp
100%
by Young Gates
In this course, students will learn Java tools, variables, data types, operators, Taking input, and programs First, the concepts are explained, followed by coding examples. Students will get a chance to execute the code as well. They will be challenged with additional exercises to deepen their knowledge. Students need a laptop and internet connection. NO ipads and tablets. The break-up of the syllabus in the course will be: Format/Modules: 1. Variables and data types: Start building student class by defining variables 2. Operators 3. Taking Input from User and creating programs 4. Apply the concepts to build more programs.. Cover Conditions if possible • Homework will be sent after each class.
Online
Ages 12-16 years
Kids Online Python with Artificial Intelligence Camp
100%
by Young Gates
Welcome to Python with AI intro program . In this program you will learn basics of python and Day One: History of python Intro to A1 with python Teachable Machine Python basics Day Two: Python programming on variables, operators Control Flow Syntax debugging Day Three: Drawing fun shapes with python Python Functions Using Functions with control flow Dialogflow chatbot using control flow Day Four: Loops in Python List in python Solving Real-Life using python Day Five: Deploy your First A1 Model Image Basics Image Manipulation using python Final Project Showcase Parents Teacher Meet / Demo Day
Online
Ages 12-16 years
Coding For Little Curious Minds
100%
by Young Gates
Coding is a part of the computer science curriculum that is currently lacking in schools. I believe that all kids can code and it allows them to become creators and inventors, which is what we need our children to do as they get older. Students will learn the very basics of what coding is. 1. Compare coding and giving a character a command. 2. Watch a video that explains how coding relates to us, coding, algorithms and debugging. 3. Work together to get the character, home by providing a code. 4. Work on code.org to begin coding tasks together as a group. Coding is a great way to build social and emotional skills that include, perseverance, resilience and problem solving as well as creativity and innovation. Students will learn vocabulary words, algorithm, program and debugging. They will begin to understand how to give a specific set of directions, and when they directions don't work, they will be able to find the mistake and fix it. They will also learn why coding is important.
Online
Ages 4-7 years
Coding For Little Curious Minds
100%
by Young Gates
Coding is a part of the computer science curriculum that is currently lacking in schools. I believe that all kids can code and it allows them to become creators and inventors, which is what we need our children to do as they get older. Students will learn the very basics of what coding is. 1. Compare coding and giving a character a command. 2. Watch a video that explains how coding relates to us, coding, algorithms and debugging. 3. Work together to get the character, home by providing a code. 4. Work on code.org to begin coding tasks together as a group. Coding is a great way to build social and emotional skills that include, perseverance, resilience and problem solving as well as creativity and innovation. Students will learn vocabulary words, algorithm, program and debugging. They will begin to understand how to give a specific set of directions, and when they directions don't work, they will be able to find the mistake and fix it. They will also learn why coding is important.
Online
Ages 4-7 years
Coding For Little Curious Minds
100%
by Young Gates
Coding is a part of the computer science curriculum that is currently lacking in schools. I believe that all kids can code and it allows them to become creators and inventors, which is what we need our children to do as they get older. Students will learn the very basics of what coding is. 1. Compare coding and giving a character a command. 2. Watch a video that explains how coding relates to us, coding, algorithms and debugging. 3. Work together to get the character, home by providing a code. 4. Work on code.org to begin coding tasks together as a group. Coding is a great way to build social and emotional skills that include, perseverance, resilience and problem solving as well as creativity and innovation. Students will learn vocabulary words, algorithm, program and debugging. They will begin to understand how to give a specific set of directions, and when they directions don't work, they will be able to find the mistake and fix it. They will also learn why coding is important.
Online
Ages 4-7 years
Coding For Little Curious Minds
100%
by Young Gates
Coding is a part of the computer science curriculum that is currently lacking in schools. I believe that all kids can code and it allows them to become creators and inventors, which is what we need our children to do as they get older. Students will learn the very basics of what coding is. 1. Compare coding and giving a character a command. 2. Watch a video that explains how coding relates to us, coding, algorithms and debugging. 3. Work together to get the character, home by providing a code. 4. Work on code.org to begin coding tasks together as a group. Coding is a great way to build social and emotional skills that include, perseverance, resilience and problem solving as well as creativity and innovation. Students will learn vocabulary words, algorithm, program and debugging. They will begin to understand how to give a specific set of directions, and when they directions don't work, they will be able to find the mistake and fix it. They will also learn why coding is important.
Online
Ages 4-7 years
Coding For Little Curious Minds
100%
by Young Gates
Coding is a part of the computer science curriculum that is currently lacking in schools. I believe that all kids can code and it allows them to become creators and inventors, which is what we need our children to do as they get older. Students will learn the very basics of what coding is. 1. Compare coding and giving a character a command. 2. Watch a video that explains how coding relates to us, coding, algorithms and debugging. 3. Work together to get the character, home by providing a code. 4. Work on code.org to begin coding tasks together as a group. Coding is a great way to build social and emotional skills that include, perseverance, resilience and problem solving as well as creativity and innovation. Students will learn vocabulary words, algorithm, program and debugging. They will begin to understand how to give a specific set of directions, and when they directions don't work, they will be able to find the mistake and fix it. They will also learn why coding is important.
Online
Ages 4-7 years
Scratch Junior - Start Coding With Fun
100%
by Young Gates
In this course, we will learn the basics of using Scratch Jr. Students do not need to have any coding experience but should know how to work their device. Since this is for younger students, I highly advise the student having their zoom meeting on a computer and their project on a tablet that they can work on while still seeing the lesson. This will also allow them to show their work to the class as we go! Each class, the students will add to their animated story with new skills that they learn. Scratch Jr. is a visual block coding language that is perfect for prereaders. All of the blocks use images for their labels. Each of the for sessions is only 30 minutes long so that young students can stay engaged and focused the whole time. I will use screensharing to demonstrate the for the children and to guide their work. Lesson 1: Introduction -The students will be introduced to the Scratch Jr. App -We will start a new project, learn how to add characters and backgrounds and make our characters move Lesson 2: Creating/Editing Characters/Create Scenes -Students will take this class time to add/create all the characters and create programs Lesson 3: Animate our scenes -Students will learn how to animate a scene Lesson 4: Create Projects with more details
Online
Ages 4-7 years
Kids Online Intro to Java Coding Camp
100%
by Young Gates
In this course, students will learn Java tools, variables, data types, operators, Taking input, and programs First, the concepts are explained, followed by coding examples. Students will get a chance to execute the code as well. They will be challenged with additional exercises to deepen their knowledge. Students need a laptop and internet connection. NO ipads and tablets. The break-up of the syllabus in the course will be: Format/Modules: 1. Variables and data types: Start building student class by defining variables 2. Operators 3. Taking Input from User and creating programs 4. Apply the concepts to build more programs.. Cover Conditions if possible • Homework will be sent after each class.
Online
Ages 12-16 years
Kids Online Intro to Java Coding Camp
100%
by Young Gates
In this course, students will learn Java tools, variables, data types, operators, Taking input, and programs First, the concepts are explained, followed by coding examples. Students will get a chance to execute the code as well. They will be challenged with additional exercises to deepen their knowledge. Students need a laptop and internet connection. NO ipads and tablets. The break-up of the syllabus in the course will be: Format/Modules: 1. Variables and data types: Start building student class by defining variables 2. Operators 3. Taking Input from User and creating programs 4. Apply the concepts to build more programs.. Cover Conditions if possible • Homework will be sent after each class.
Online
Ages 12-16 years
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