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Education

Teaching Kids Coding, Design & AI: An 8-Week Tutor Guide

13 min read
  • Education
  • Coding
  • AI
  • Kids

A complete, session-by-session guide a tutor can teach from with no prior curriculum-design experience. Everything builds toward one project: each child designs, codes, and presents their own video game. It runs as an 8-week holiday program for ages 9–11, covering coding, design, and AI.

How to use this guide

The big picture: why one project

Most kids' programs teach seven tools as seven islands — a child does Scratch one week and never returns to it, and forgets most of it by the end. This program connects the same skills through a single build, so each week reinforces the last. The game is the thread. The showcase is the payoff.

Your job in every lesson: keep pointing back to the child's own game. "This goes into your game" is the sentence that makes everything stick.

The 8-week arc:

WeekUnitThe child leaves with
1ConceptA one-page plan for their game
2ArtTheir characters & backgrounds, designed in Canva
3MovementTheir character moving on screen in Scratch
4LogicA playable game — score, lives, win/lose
5PolishSound, levels, debugging, playtested
6AI: TrainA trained AI model (Teachable Machine)
7AI: CreateAI used as a creative helper — safely
8ShowcaseFinished game, portfolio, live demo

What the tutor needs (your skill floor)

You do not need to be a professional developer. Before the program starts, you need to be able to do each of these once, yourself:

Do the full Week 3–4 build yourself before teaching it. You'll hit the exact snags the kids will, and you'll know the fixes cold.

Accounts & tools — setup checklist (do this before Week 1)

This is also how the program keeps its "no child accounts for AI" promise to parents. Read carefully.

Running the room

How to tell a child "got it" (lightweight check)

No tests. Each week, the Ship It is the assessment. A child has the week if they can (1) show their finished Ship It, and (2) explain in one sentence what it does or how they made it. If they can't explain it, they copied it — revisit in next week's warm-up.


Week 1 — Concept: plan the game

Objective: the child leaves with a plan for a game simple enough to actually build. Ship It: a completed Game Plan sheet — genre, hero, goal, how you win, how you lose. Prep: printed Game Plan sheets (or a simple slide template), one finished example, 2–3 kid-friendly game examples to show.

Flow (~90 min)

Common stumbles → fix

Capstone link: this sheet is the contract for the whole program. Every later week refers back to it.


Week 2 — Art: design it in Canva

Objective: the child designs and exports the visual pieces of their game. Ship It: a hero character, at least one background, and a game logo — exported as image files (transparent background for the character). Prep: Canva class account ready; a one-screen demo of search → drag → remove background → download.

Flow (~90 min)

Common stumbles → fix

Capstone link: these exact files get imported as sprites next week. Label them clearly.


Week 3 — Movement: bring it to life in Scratch

Objective: the child's own character moves on screen under their control. Ship It: their hero sprite moving with the arrow keys on their background. Prep: have your own finished version open to demo. Know how to upload a sprite and a backdrop from a file.

Flow (~90 min)

Common stumbles → fix

Capstone link: this is the playable seed of their game. Save the project to their folder.


Week 4 — Logic: make it a real game

Objective: turn movement into an actual game with a score, lives, and a way to win or lose. Ship It: a playable game loop — collect/avoid something, score changes, game ends. Prep: build this exact game yourself first. This is the hardest week; know the collision and variable blocks cold.

Flow (~90 min)

Common stumbles → fix

Capstone link: it's now genuinely a game. From here it only gets better — not bigger.


Week 5 — Polish: sound, levels, debugging

Objective: the child improves their working game and learns that finding-and-fixing bugs is part of building. Ship It: a polished, bug-checked game with sound, plus written playtest notes from a classmate. Prep: headphones for everyone. Know how to add a sound and a simple second level/difficulty bump.

Flow (~90 min)

Common stumbles → fix

Capstone link: the game is now show-ready. Weeks 6–7 add the AI layer; the game itself is essentially finished.


Week 6 — AI: train a model (Teachable Machine)

Objective: the child trains an AI to recognise something and understands, concretely, that AI learns from examples — and is only as good as them. Ship It: a trained image model that correctly tells two or three things apart (e.g. thumbs-up vs thumbs-down, or two objects). Prep: train a model yourself. Have a deliberately bad model ready to show what biased/poor examples do.

Flow (~90 min)

Common stumbles → fix

Extension: connect the Teachable Machine model to Scratch (via the TM extension) so a hand gesture controls their game. This is the magic-moment version if time and setup allow.

Capstone link: the child now understands the AI behind the tools they use — not just how to click them.


Week 7 — AI: create with it, safely

Objective: the child uses generative AI as a creative helper while learning to question it, not trust it. Ship It: AI-assisted additions to their game's world (character names, a backstory, level ideas) plus a short "What the AI got wrong" note. Prep: tutor account only — you drive the AI, screen-shared. Plan two or three safe, useful prompts in advance. This week is led from the front; children do not log in.

Flow (~90 min)

Common stumbles → fix

Capstone link: the child can now use AI like a smart, fallible assistant — the actual skill, not just prompting.


Week 8 — Showcase: finish, portfolio, present

Objective: finish the game, package it, and present it live. Ship It: a finished game, a one-page portfolio, and a rehearsed 2-minute demo delivered to family/classmates. Prep: decide the portfolio format (a Scratch studio, or a one-page Canva sheet with screenshots + "what I made / what I learned"). Set up the showcase space. Record or screenshot every game in advance as a fallback if live tech fails.

Flow (~90 min)

Common stumbles → fix

Capstone link: this is the outcome the whole program promised — a finished thing they made, and the confidence to talk about it.


Appendix A — Troubleshooting quick reference

Scratch

Canva

Teachable Machine

Generative AI


Appendix B — Parent touchpoints


Appendix C — Showcase day runbook

  1. Before: screenshot/record every game as a fallback. Test the room's screen and sound.
  2. Setup: chairs for families, one shared screen, a running order (nervous kids in the middle).
  3. Run: brief welcome → each child ~2 min → applause every time → one question max.
  4. If tech fails: switch to the pre-recorded clip; the child still presents.
  5. Close: name each child's build; hand out certificates.

Appendix D — Tutor's weekly checklist (one glance)

WeekTeach (3 ideas)Ship ItPre-check before next week
1Safety · what makes a game · scope it smallGame Plan sheetPlans are small enough
2Colour · fonts · transparent exportHero + background + logoFiles are correct type
3Events · loops · motionCharacter movesProject saved
4Variables · conditionals · collisionPlayable loopEvery child has a working game
5Sound · difficulty · debuggingPolished + playtest notesGame is show-ready
6Train · test · garbage-in-garbage-outTrained model(Optional) TM→Scratch set up
7AI helps · AI fails · always checkAI-assisted additions + "what it got wrong"Game content finalised
8Finish · portfolio · presentGame + portfolio + live demo

Appendix E — Optional taster sessions (if running a hybrid)

If you want a touch of breadth without breaking the spine, add a standalone taster between weeks — never inside the core build. Keep it to one session, clearly framed as "try something new," with no expectation it connects to the game:

Slot at most one or two across the program. Each costs a week of capstone time, so add them only if your program's goal is exposure as well as outcome.


This guide is a teaching artifact from the Softroid studio. If you run a coding or AI program for kids and want curriculum, tooling, or a custom build to support it, get in touch.

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