IT Leader Course for Children Aged 10–11

Children will learn how to create 3D games, control a virtual robot, develop mobile applications, and design their own projects.



Classes: Once a week, 2 hours each
Course duration: 18 months
2
hours
lesson per week
80%
practice
project-led activities
9
months course
during academic year (Sep-July)
2
level course
each level is 9 month long
Your child will learn in the most advanced, interactive way
1
They will learn how different devices work.
2
They will learn how to build and control Robots.
3
They will learn creating computer games.
Why Parents Choose impact A&C
Our mission is to transform every child from a mere consumer into a creator of IT technologies. Instead of mindlessly using gadgets without benefit, your child will gain skills that can be applied in school, in their chosen profession, or to become a sought-after IT specialist.
Courses that will put your child at the forefront of technology
8 years of international experience across Europe, teaching 86 tech topics
Certified Specialists in delivering engaging & interactive learning sessions with kids
Trusted by parents and partners
IT-Leader- level l course program
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
IT-Leader- level ll course program
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
Module 1. Game Design – Creating Games in Roblox
This course will enable students to explore the basics of programming and game design, while also learning to work with graphics and sound.
Course Objectives:
  • Develop skills in designing and creating 3D models using terrain tools
  • Learn key terms and basic programming concepts in Lua
  • Acquire programming skills using Lua and fundamental algorithmic structures
  • Gain an understanding of algorithms and executors in 3D graphics
  • Develop 3D thinking and the ability to solve complex problems in a 3D environment
  • Enhance imagination and creativity through the creation of 3D models and projects
  • Motivate students to engage in project-based activities and further study programming languages
  • Build computer literacy and an understanding of the principles behind 3D graphics and software operation
Module Plan
Lesson 1
  • Introduction to the Roblox Studio interface.
  • Learning basic "building" functions such as adding blocks, changing their size, and arranging them.
Lesson 2
  • Introduction to scripts and basics of the Lua programming language.
  • Learning position and random commands.
  • Creating fire and water blocks.
  • Creating your own coin that the player can collect.
Lesson 3
  • Creating blocks that increase or decrease the character’s speed.
  • Creating your own teleport with effects
Lesson 4
  • Learning while and for loops.
  • Changing daytime and nighttime.
  • Learning lighting and brightness settings.
  • Creating an automatic staircase and a lantern.
Lesson 5
  • Creating a controllable wall with an image.
  • Creating your own lamp and switch
Lesson 6
  • Introduction to arrays and their use in gameplay.
  • Creating an interactive ball using arrays and functions.
  • Editing an Obby with arrays to create dynamic gameplay.
Lesson 7
  • Learning how to create inventory items and use them.
  • Creating a laser pointer with the ability to burn objects and characters.
  • Adding inventory and using items to solve tasks.
Lesson 8
  • Creating a large-scale Obby project.
  • Adding a timer and creating a disappearing bridge
  • Learning scripts and applying them to different actions.
Lesson 9
  • Adding a player list and scores on the server.
  • Creating a finish line and broadcasting results to the console
  • Learning basic server-side principles and saving data.
Lesson 10
  • Creating collectible items and using them in the game.
  • Creating a script for touch-dependent external parameters (color)
  • Completing the project, testing, and publishing the game on Roblox.
Lesson 11
Based on the acquired knowledge, students complete an individual project and prepare for its presentation.
Lesson 12
Presentation of the project to an audience. Students explain how the project works and its purpose. They describe which blocks were used and how they function.
Lesson 12
Module 2. Fundamentals of Robot Programming in VEXcode VR
During the training, students will learn to program robots using block-based programming.
Course Objectives:
  • Learn the fundamentals of programming in the virtual environment VEXcode VR.
  • Develop problem-solving skills using block-based programming.
  • Improve logical thinking when designing and programming robots.
  • Master the principles of working with virtual sensors and actuators to create effective algorithms.
  • Strengthen teamwork skills through collaborative programming and problem-solving in groups.
  • Prepare students for further study of more advanced aspects of robotics and programming.
  • Develop logical thinking and the ability to reason step by step from idea to result.
Module Plan
Lesson 1
  • Introduction to VEXcode VR
  • Getting familiar with the interface
  • Working on a personal project
Lesson 2
  • Continue the previous project
  • Use variables and conditions
  • Apply colors
Lesson 3
  • Create a new project Disk Maze
  • Complete the map
  • Find the finish zone
  • Save the project
Lesson 4
  • Create a new project Wall Maze
  • Complete the map
  • Solve the task
  • Save the project
During the course, students chose a topic for their final project. They present the project they have been working on throughout the course. This project should reflect the student’s personal interests and the knowledge gained in the course.
Lesson 5
  • Create a new project Coral Reef Cleanup
  • Program the robot (Hour of Code)
  • Save the project
Lesson 6
  • Create a new project Dynamic Castle Crasher
  • Program the robot using code
  • Solve the level with blocks
  • Save the project
Lesson 7
  • Create a new project Disk Mover
  • Program the robot using blocks
  • Learn what a variable is
  • Save the project
Lesson 8
  • Create a new project Number Grid Map
  • Program the robot using blocks
  • Learn what a function is
  • Save the project
Lesson 9
  • Create a new project Dynamic Wall Maze
  • Program the robot using blocks
  • Learn how While and If…else blocks work
  • Save the project
Lesson 10
  • Create a new project Hidden Pixel Art
  • Program the robot using blocks
  • Solve and reveal the images
  • Save the project
Lesson 11
  • Create a new project Advanced Drawing
  • Program the robot using blocks
  • Draw a rocket
  • Save the project
Module 3. Creating your own models for games in Blockbench
This course is designed for those who want to learn how to create their own 3D models for use in games.
By the end of the course, students will have completed 3D models they can use in their own game projects.
Course Objectives:
  • Master the fundamentals of 3D modeling;
  • Develop imagination and the ability to solve complex problems;
  • Build animation skills;
  • Ensure strong motivation for project-based activities.
Module Plan
Lesson 1
  • Introduction to the basics of 3D modeling, texturing, and animation in Blockbench
  • Overview of the main interface elements: toolbars, viewport, and object palette
  • Creating a Christmas tree using tools for building the basic model shape
  • Introduction to texturing tools to give the tree a realistic and festive appearance
  • Learn key concepts: Toolbox, Texture Palette, Outliner
Lesson 2
  • Introduction to the skin creation mode in Blockbench and mastering the main tools for designing personalized Minecraft character skins
  • Learn key concepts: UV Map, Mirror Painting, Layers
  • Introduction to tools for adding and editing skin textures
  • Instruction on exporting the finished skin from Blockbench
  • Discussion of the process for uploading the skin into Minecraft
Lesson 3
  • Learn the animation creation process
  • Introduction to key concepts: Pivot Tool, Animation, Keyframe
  • Learn new modeling tools: Extrude Selection, Inset Selection, Loop Cut
  • Save the work in GIF format
Lesson 4
  • Create a polygonal house using previously learned tools
  • Learn new modeling tools: Transform Space, Create Face or Edge, Copy Brush, Gradient Tool
Lesson 5
  • Learn the concept of a polygon and its purpose
  • Create a project: Beach Model
Lesson 6
  • Apply previously learned modeling tools
  • Create a model of a truck
  • Create different ice cream models
Lesson 7
  • Create models of a UFO and a robot
  • Add textures and color the models
Lesson 8
  • Add motion animation
  • Build a cone for a dramatic model entrance effect
Lesson 9
  • Create a castle model
  • Create the environment (forest, mountains, river) using previously learned tools
  • Add missing details
Lesson 10
  • Create an animal model
  • Add animation elements
  • Save the work in GIF form
Lesson 11
Using acquired knowledge, complete an individual project and prepare it for presentation
Lesson 12
Students select a topic for their final project during the course Present the project they have been working on in Blockbench The project should reflect the student’s personal preferences and knowledge gained during the course
Module 1. Game Development and Design in Construct 3
Using Construct 3, children can simultaneously create games for computers, phones, and tablets, while learning the fundamental principles of programming and graphic design in an engaging, fun, and innovative way.

Course Objectives:
  • Work with the Construct 3 game engine
  • Create a 2D game
  • Develop programming blocks
  • Build video game levels
  • Develop logical thinking
  • Strengthen problem-solving skills
  • Foster creativity, imagination, and inventiveness
Module Plan
Lesson 1
  • Understand what a video game is
  • Learn about the most popular games
  • Difference between 3D and 2D games
  • Understand what a game engine is
  • Create a Construct 3 account
  • Learn the structure of a project in Construct 3
  • Explain the concept of an Event Sheet Create the first game in Construct 3
Lesson 2
  • Create a new Layout
  • Create a new Event Sheet
  • Define the game menu
  • Create a prototype of a platform level
  • Understand the concept of behaviors
  • Create a menu
  • Link the menu to levels in the game
Lesson 3
  • Develop character programming skills
  • Understand interconnected objects
  • Detailed design
  • Ability to edit text
Lesson 4
  • Learn about input peripheral devices
  • Understand the role of devices in game creation
  • Work with keyboard and mouse in Construct 3
Lesson 5
  • Understand physical reactions in a video game
  • Apply acquired knowledge in practice
  • Understand the concept of behaviors
  • Define and use animations
Lesson 6
  • Definition of variables
  • Creating variables in a video game
  • Programming interactions between variables and other game elements
  • Mastering basic operations with variables
  • Developing graphical programming skills
Lesson 7
  • Deepening the ability to work with physical reactions
  • Improving skills in programming game objects
  • Programming input devices
  • Understanding the concept of randomness (Random)
Lesson 8
  • Skills in creating and using variables
  • Understanding the concept of an ending screen
  • Concept of an endless game
  • Defining breaks within a video game
Lesson 9
  • Improving skills for creating a game level
  • A more detailed understanding of video game design elements
  • Ability to work with game design editing tools
Lesson 10
  • Ability to connect multiple levels
  • Knowledge of programming objects on each level
  • Working with effects
Lesson 11
  • Understanding arithmetic operations when working with variables
  • Defining local and global variables
  • Preparing for project presentations
Lesson 12
  • Review of studied material
  • Creating a project presentation
  • Project presentation
Module 2. Mobile App Development
The Mobile Application Development module is designed for young, creative minds. In this module, we work with Kodular, a block-based programming tool, to give students a hands-on opportunity to create mobile applications.
Course Objectives:
  • Develop logical and critical thinking.
  • Foster imagination and the ability to solve complex problems.
  • Build an understanding of general principles of programming and mobile app creation using Kodular.
  • Acquire basic programming skills using Kodular.
  • Gain knowledge of algorithms, execution processes, and fundamental algorithmic structures in programming languages.
  • Encourage high motivation for project-based activities and further study of programming languages.
  • Develop computer literacy
Module Plan
Lesson 1
  • Introduction to the world of programming and app development.
  • Learn terms: algorithm, program, programmer, code.
  • Understand the difference between a good-quality app and a low-quality app.
  • Prototype the first application.
  • Discussion of final projects.
Lesson 2
  • Create a timer app, including a stopwatch.
  • Create multiple screens and program navigation between them.
  • Learn how to add your own images and sounds.
  • Learn terms: global variable, navigation.
Lesson 3
  • Develop a freer command of basic programming concepts.
  • Create two apps: a randomizer and a magic ball that gives random answers.
  • Introduction to the Random component.
  • Development of flexible skills.
Lesson 4
  • Introduction to new components.
  • Create an app with speech recognition functionality.
  • Personalize the created app and design a unique interface.
Lesson 5
  • Develop an app in the survey/quiz category, using a list of questions, answers, and corresponding images.
  • Learn terms: global variable, list, index
  • Use the concept of an index to check the correctness of answers.
  • Use conditional statements (if–else)
  • Create an app with two or more screens.
Lesson 6
  • Introduction to a cloud database.
  • Create a chat app that allows communication between friends.
  • Create a registration screen.
Lesson 7
  • Review previously learned material.
  • Create a more complex app where users can input data.
  • Practice working with lists, indexes, and variables.
  • Introduction to the concept of iteration in programming.
  • By the end of the lesson, students will have an app where they can create their own schedule.
Lesson 8
  • Create a Space Shooter game from scratch (interface and app logic).
  • Use the random function so the enemy moves unpredictably.
  • Work with components: ImageSprite, Canvas, Ball, Clock, Button, Label.
  • Personalize the created app
Lesson 9
  • Create a food delivery app where users can input data.
  • Practice working with lists, indexes, and variables.
  • Introduction to the Share and Message components.
Lesson 10
  • Create the classic Tic-Tac-Toe game (interface and app logic).
  • Work with components: Button, Label, LongClick
  • Personalize the created app.
Lesson 11
  • Introduction to a new interface.
  • Create an app for tourists.
  • Work with maps and coordinates.
  • Prepare for project presentations.
Lesson 12
  • Present a project in front of the audience.
  • Students explain how the project works and its purpose.
  • They describe which blocks were used and how they function.
  • After all presentations, an anonymous vote will be held to identify the best student presentations.
Visual programming is a way of creating programs by manipulating graphical objects instead of writing code text. Some authors consider visual programming as the next stage in the evolution of programming languages. The WoofJS platform combines visual programming with coding in JavaScript. JavaScript is an ideal first programming language for children. It is simple enough to learn yet includes all the fundamental concepts: algorithms, object-oriented models, and data structures. The Game Development in WoofJS module is designed for the most creative and curious young minds.
Course Objectives:
  • Introduce children to the JavaScript programming language and the basics of practical programming.
  • Develop storylines and transform them into computer games.
  • Explain programming theory through clear, visual examples.
  • Foster imagination and abstract thinking through creative tasks.
  • Ensure strong motivation and engagement for further learning of programming languages.
Module Plan
Lesson 1
  • Introduction to the world of programming and game development;
  • Learning the terms: algorithm, program, programmer, code;
  • Introduction to the JavaScript programming language.
Lesson 2
  • Learning about geometric shapes that can be created in WoofJS;
  • Exploring colors that can be used in JavaScript;
  • Learning the terms: score and variable;
  • Creating a game;
  • Adding winning conditions.
Lesson 3
  • Learning the terms: timer and event;
  • Adding events to an electronic game;
  • Adding a score system;
  • Adding a timer in the game;
  • Displaying results.
Lesson 4
  • Adding multiple geometric shapes into one project;
  • Learning the terms: Movement, Turn Left, Turn Right;
  • Adding movement events for an object to move right and left using keyboard arrow keys
Lesson 5
  • Adding a score system using a variable;
  • Learning conditional operators;
  • Adding a losing condition;
  • Adding a variable that tracks levels and increases the falling speed of the circle depending on its value.
Lesson 6
  • Adding game characters;
  • Adding movement events for the crab using keyboard arrow keys;
  • Adding a score system with a variable;
  • Adding a timer that decreases every second.
Module 3: Game Development in WoofJS
Lesson 7
  • Adding the main character;
  • Adding movement events to move right and left using keyboard arrow keys;
  • Adding an event for a vertical line to grow when the spacebar is pressed and shrink back when the key is released
Lesson 8
  • Adding secondary characters;
  • Adding a score system;
  • Adding conditions for changing the score;
  • Adding a losing condition;
  • Displaying the message “Game Over!”
Lesson 9
  • Adding a background color;
  • Adding the main character;
  • Adding movement events for the character using keyboard arrow keys;
  • Setting the boundaries of the game space.
Lesson 10
  • Adding an array to store obstacles;
  • Adding four clones to the array every second;
  • Adding a losing condition;
  • Adding a timer to record the game ’ s best time.
Lesson 12
  • Adding game instructions;
  • Adding an array of planets;
  • Adding a losing condition;
  • Preparing projects and presentations for the Project Fair;
  • Presenting projects.
Lesson 11
  • Adding the main character, which moves when the spacebar is pressed;
  • Adding events to tilt the rocket using keyboard arrow keys;
  • Adding an array containing stars;
  • Adding a score system.
Discover our team of teachers
Maryam Chaudhry
Hi, I'm Maryam Chaudhry, a seasoned software developer with over 3 years of experience. I've worked with global companies in the US and Middle East, crafting solutions for complex problems.
My journey in the tech industry has been driven by a deep-seated passion for crafting innovative solutions for large businesses. Now, I'm excited to inspire the next generation of coders at impact A&C. My teaching philosophy revolves around making coding enjoyable, relatable, and accessible to all.

Let's code the
future together!
Jwaad Hussain
I am a PhD candidate (i.e.: a work in progress) in love with the idea of empowering the future generation of programmers and stem students. It's one of my core goal to have the youth see the fun side of technology, through fostering creativity and making learning fun.
My passion for robotics and my thirst for knowledge lead me to the path of academia, wherein I was fortunate enough to teach at the university level for a little under 2 years. I aim to transfer those skills in a more casual and enjoyable setting that is Impact Academies&Camps
<WE CREATE>/EDUCATE/(INSPIRE)NOW. <WE CREATE>/EDUCATE/(INSPIRE)NOW. <WE CREATE>/EDUCATE/(INSPIRE)NOW.<WE CREATE>/EDUCATE/(INSPIRE)NOW. <WE CREATE>/EDUCATE/(INSPIRE)NOW.
What our students will achieve?
Certificate of completion of the course
Upon completion of the training, you will receive a certificate from Impact School in your national language and English.
Their own portfolio of projects
Their coding dreams are coming true! Hear how our classes helped these two students!
Want proof our coding classes are awesome? Hear what parents are saying!
Parent, Sana
I checked with Aariz and he told me he really likes doing the coding classes and quite happy with the teaching method. I'm also happy to get the feedback on him.
Parent, Erdal
Hi Daniela, I'm very well and hope you're too. Firstly, Ali Denis really loves coding and your lessons/school. We want him to keep come to lessons.
I initially bought it for my son for one month, and he loved it so much that I ended up getting eight more months. It's incredible beneficial, my son loves it a lot, and how he wants to go every day. I highly recommend it.
Parent, Cara
5.0
5.0
5.0
5.0
Highly recommend 🙌 My boys enjoying so much the coding lessons!❤️
Parent, Ioana
Your child will create their first project after the trial lesson, and you'll be convinced of the quality of our teaching.
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