IT-Expert
After just 3 months of training, the child will be able to program well enough to enter the job market and freelance.
14-17 years
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-Expert - level l course program
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
IT-Expert - level ll course program
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
IT-Expert - level lll course program
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
  • 12 practical lessons
    Details
Module 1. Programming games and chatbots in Python.
The Python programming language is a tool for creating programs with various purposes: computer games, blockchain, microblogs. During the lessons, students will create chatbots, interactive text-based games, mathematical operations. Students will grasp the basic principles of the Python language: syntax, testing, object-oriented programming, Big Data, prototyping.
Upon completing the module, students will be able to:
  • Install Python on any computer and operate with it.
  • Understand object-oriented principles and optimization algorithms.
  • Master Blockchain and Big Data technology.
Module Plan
Lesson 1
  • Students will set up the programming language and all the essential software required for their work.
  • Subsequently, they will delve into working with data and its storage in memory, under specific conditions.
Lesson 2
Students will explore the full spectrum of matrices integrated into the Python language. They will master the art of string manipulation and gain a comprehensive understanding of database operations.
Lesson 3
Students will learn Python functions and apply their knowledge to create a calculator and develop game logic, gaining practical programming and problem-solving
experience in the process.
Lesson 4
Students will create a Tic-Tac-Toe game, employing the Try-Except construct to enhance user interactions and
gain hands-on experience in error handling and input validation.
Lesson 5
During the lesson, students will grasp the fundamentals of Object-Oriented Programming, including classes, objects, methods, and inheritance. They will then put these concepts into action by crafting a console-based fighting game, obtaining hands-on coding and game
development experience.
Lesson 6
Students will write a graphical interface for a
calculator, using the Object-Oriented Programming (OOP) principles they have learned in the previous lesson and
the Kivy library.
Lesson 7
Students will apply design fundamentals by creating a user-friendly authentication form and designing a unique application window interface. They will acquire a well- rounded skill set encompassing design, functionality, and data management for future application development.
Lesson 8
Children will learn to use Python modules for
visualization, especially the Turtle module. They will
improve their Python drawing skills, creating unique
designs and experimenting with simple shapes.
Lesson 9
During the lesson, children will dive into game
development, learning essential game design concepts and
building a game with PyGame, putting their knowledge
into practice.
Lesson 10
Students will learn about prototyping, select their final project for the module, establish clear objectives for the project, and proceed to create a prototype of their chosen final project.
Lesson 11
Students will select their final project themes, complete and refine their projects, prepare for presentations, and develop post-course action plans to
continue their programming endeavors.
Lesson 12
Throughout the course, students have had the opportunity to choose their project themes. In this final lesson, they will showcase projects they've created using Python.
Module 2. Programming with JavaScript.
Throughout this module, students will learn the scripting programming language JavaScript. Specifically, it's responsible for the convenience and animations of a website.
Upon completing the module, students will be able to:
  • Grasp the theory of JavaScript.
  • Learn the basics of the programming language's syntax.
  • Develop logical thinking and creative potential.
  • Easily learn any other programming language.
  • Create their own web applications.
  • Soft skills: information processing, mastering attention, understanding one's role while working in a team.
Module Plan
Lesson 1
This lesson will introduce students to the basics of programming, as well as the development environment they will work with throughout the course.
Lesson 2
In this lesson, students will become familiar with all types of variables. They will learn logical operators and comparison operators. Also, we will understand how IF and SWITCH loops and WHILE, DO-WHILE, and FOR loops work.
Lesson 3
In this lesson, students will be introduced to functions in JavaScript. They will learn about local and global variables and understand the difference between types of variables and how to use them correctly. They will also study one-dimensional and multi-dimensional arrays.
Lesson 4
In this lesson, students will learn about object- oriented programming. This is a completely different way of writing programs, which is very different from what many are accustomed to. They will get acquainted with the main ideas and principles of this approach and will see both its advantages and disadvantages.
The final project presentation in front of an audience. Students explain how the project works, what its purpose is. They discuss what components they used and how they function.
Lesson 5
In this lesson, students will learn about the components of web development, what the objectives of each are, and how they are interconnected. This will enable them to create not only functionality (JavaScript), but also the structure of the site (HTML), as well as add styles (CSS).
Lesson 6
In this lesson, students will learn about HTML DOM. They will also understand how to use HTML DOM methods. In parallel, they will study JavaScript Events and use them to complete a project - Sphere Volume.
Lesson 7
In this lesson, students will learn how to work with APIs (Application Programming Interface). They will learn how to make requests to a server, receive, process data, and display it. Additionally, they will learn about promises and their use.
Lesson 8
React is one of the most popular web development libraries. It helps in creating faster and more convenient applications. In this lesson, we will look at the basics of React and how it differs from what we have studied before.
Lesson 9
In this lesson, we will cover a very important topic for React development - hooks. They help with many things: storing data, reacting to data changes, interacting with APIs, and more.
Lesson 10
In this lesson, students will be asked to create their own tic-tac-toe game using React. To do this, they will need to apply all the knowledge and skills they have previously acquired.
Lesson 11
In this lesson, students will choose the project they want to create based on what they have learned in this module. They will go through the stages of creating a project, from setting goals to achieving them.
Lesson 12
Module 3. 3D modeling in Blender.
This course is conducted using the "Blender" program. This software is used for implementing numerous large-scale projects; in fact, the special effects for the movie "Spider-Man 2" were created using this program. Learning this software will be the first step towards understanding the world of three-dimensional technologies.
Upon completing this module, students will be able to:
  • Work in a graphic editor.
  • Understand the principles of creating three-dimensional graphic objects.
  • Learn to create animations.
  • Acquire useful technical and engineering skills.
  • Develop their own three-dimensional objects and virtual worlds.
Module Plan
Lesson 1
  • Get to know Blender and similar 3D software.
  • Learn different ways to create 3D models.
  • Practice building a "Mystic landscape" scene step- by-step.
  • Understand how to use the Blender interface and shortcuts.
Lesson 2
  • Get to know how to use the camera in Blender.
  • Learn how to work with light in Blender.
  • Go through the steps of making a 'Mystical Landscape' scene.
  • Practice making a UFO object.
Lesson 3
  • Get started with UV mapping.
  • Explore how to do UV mapping in different ways. Make a house project using UV mapping for textures.
  • Model an aircraft with textures.
Lesson 4
  • Get started with UV mapping.
  • Explore how to do UV mapping in different ways. Make a house project using UV mapping for textures.
  • Model an aircraft with textures.
Lesson 5
  • Learn about textures and their types.
  • Go through post-production and animation steps.
  • Discover different kinds of 3D games.
  • Get familiar with Blender's shortcuts.
Lesson 6
  • Explore driver-based animation in Blender.
  • Learn scene modeling stages.
  • Master Blender's quick keys.
  • Understand drivers and their application.
Lesson 7
Create a new project using the skills learned in the lesson.
Lesson 8
Create a "Moon Walk" walking animation.
Lesson 9
  • Arrange the elements within the scene for optimalcomposition.
  • Model the main parts of the scene.
  • Add extra details to the setting.
  • Make objects move in a way that suits the scene.
Lesson 10
  • Set up a "Wow Fanta" themed scene.
  • Model a soda can.
  • Use UV mapping for correct texture placement.
  • Make the can look real with materials and shading.
Lesson 11
  • Homework Review.
  • Scene Preparation – Wow Fanta Theme
  • Stages of Scene Modeling. Introduction Animation.
  • Incorporating Musical Elements in the Video Editor.
Lesson 12

The final project presentation in front of an audience. Students explain how the project works, what its purpose is. They discuss what components they used and how they function.
Module 1. Developing Applications in Java.
Java is an object-oriented, statically typed programming language with general-purpose usage. This language is considered a benchmark in terms of safety and ease of programming. Many banks use Java in their own software applications, and numerous websites employ this language for developing their backend systems. A major advantage of the Java language is its portability, as code written in Java can be executed on any device with a Java Virtual Machine (JVM).
  • By the end of this course, children will have a solid foundation in the Java language, which will greatly assist them in learning more advanced aspects of the language.
Module Plan
Lesson 1
  • Introduction to Java
  • Development Environment - IntelliJ IDEA
  • Variable Types
  • Mathematical Operators, Conditional Operators
Lesson 2
  • Conditional SWITCH Statement
  • Boolean Operations, Comments
  • Increment and Decrement
  • For, While, Do While Loops
Lesson 3
  • Arrays
  • Working with Arrays
  • 2D Arrays
  • Alternative Syntax for Array Declaration
Lesson 4
  • Classes
  • Methods
  • Attributes and Arguments
  • Recursion
Lesson 5
  • Learn about textures and their types.
  • Go through post-production and animation steps.
  • Discover different kinds of 3D games.
  • Get familiar with Blender's shortcuts.
Lesson 6
  • Writing Simple Games
  • Writing Sample Projects
  • Solving Practical Problems
Lesson 7
  • Exception Handling
  • Lists
  • Abstract Classes
  • Interfaces, Enumerations
Lesson 8
  • What are Libraries
  • JUnit Library
  • Swing Library
Lesson 9
  • Test
Lesson 10
  • Write a game - Guess the word
  • Create your own project
Lesson 11
  • Working on the Final Project
  • Preparing a Project for Presentation
Lesson 12
The students have chosen their project theme during the course. They present a project that was developed in Java. This project should reflect the student's personal preferences and knowledge
gained from the course.
Module 2. Software testing.
The student acquires basic knowledge and skills necessary to begin a career in software testing (QA engineer). A competent QA engineer is highly valued in the market as product quality and market demand largely depend on their knowledge and skills.
Hard skills:
Learning manual and automated testing, the ability to control software quality in all stages (planning, design, development); knowledge of how to enhance the product and prevent defects; ability to test individual components and the product as a whole.
Soft skills:
  • Developing analytical and logical thinking, focus, the ability to think ahead and prevent undesirable situations, exploring creative potential.
Module Plan
Lesson 1
  • Knowledge of the World of Testing
  • Studying the terms: testing, bug, expected result
  • Studying the basic principles of testing
  • Studying the testing processes
Lesson 2
  • Learn what a test case is
  • Understand the structure of test cases
  • Write your first test case
  • Run your first test case
Lesson 3
  • Learn how testing types are classified
  • Understand the structure of bug reports
  • Write your first bug report
  • Test the application and write your own bug report
Lesson 4
  • Learn what software design methodologies are
  • Explore the advantages and disadvantages of certain software development methodologies
  • Explore the Jira web platform
  • Create your first work item in Jira
Lesson 5
  • Performing theoretical and practical tests on manual testing
Lesson 6
  • Remember the basics of the Python language
  • Practice solving practical problems
  • Prepare Selenium WebDriver for work
  • Write your first automated test
Lesson 7
  • Learn the basic tests of Selenium WebDriver
  • Learn useful Selenium WebDriver techniques
  • Understand what a User Agent is and how to use it in your work
Lesson 8
  • Continue learning how to work with forms in Selenium WebDriver
  • Learn and work with cookies in Selenium WebDriver
  • Learn how to work with files in Selenium WebDriver
Lesson 9
  • Learn how to disable WebDriver mode in Selenium WebDriver
  • Learn to run automated tests in the background
  • Learn to run tests in multiple browsers simultaneously
Lesson 10
  • Learn Postman concepts and HTTP requests
  • Learn to write your own HTTP requests using Postman
  • Learn to create simple tests in Postman
Lesson 11
  • Preparation for PF (Personalized Feedback)
  • Discussion about the manual testing project
  • Discussion about the automated testing project
  • Discussion about the API testing project
Lesson 12
  • Manual, automated, and API testing
  • How to develop in testing
  • Presentation of projects
This discipline, also known as data science, is one of the branches of computer science that has thrived in the past decade and serves as the foundation for many of the capabilities that the internet offers today. It is closely related to popular concepts such as artificial intelligence, machine learning, big data, predictions, deep learning, and more. It is a field in which major companies like Google, Facebook, Amazon, Apple, IBM, Microsoft, and others invest substantial amounts of money. Upon completing the module, students will learn:
  • Various methods of data structuring.
  • Different types of data with their advantages and disadvantages.
  • How to explore a dataset and consider relevant criteria.
  • Simple prediction algorithms (decision tree, Random Forest, SVM, KNN).
  • The concept of statistics for result interpretation.
  • Simple clustering/grouping algorithms (K-Means, DBScan) with their pros and cons.
  • Ways to present results and basic types of graphs.
Soft skills: Working with information, managing attention, and understanding one's role in a teamwork environment.
Module Plan
Lesson 1
  • Understanding data concepts
  • Introduction of concepts: data, data science
  • Review/learning the basics of Python 3
  • Introduction to Python modules for data science data
  • Practice with Pandas DataFrame
  • Structuring data with Pandas
Lesson 2
  • Preparing data for processing and analysis
  • Using Python to load and visualize data
  • Linear functions in data science
  • Explaining and using correlation
  • Exploring methods for calculating new values
  • Visualizing data-related statistics
Lesson 3
  • Import Matplotlib
  • Create different types of charts
  • Create histograms
  • Understand the difference between a chart and a bar chart
  • Matplotlib Markers
  • Scatter diagrams
  • Matplotlib pie charts
Lesson 4
  • Introduction to statistics
  • Statistical percentiles
  • Introduction to Standard deviation of statistics
  • Introduction to coefficient of variation and variance
Lesson 5
  • Introduction to linear regression
  • Creating a linear regression table in Python
  • Hypothesis testing and P-value
  • Predicting data using reciprocal values
  • The case of linear regression
Lesson 6
  • Creating a linear regression table in Python
  • Hypothesis and P-value testing
  • Predicting data using reciprocal values
  • The linear regression case
Module 3: Data Science
Lesson 7
  • Recaps and generalizations
  • Set vs databases
  • Mean, Median, and Mode
  • Deviation, Dispersion,
  • Linear Regression
Lesson 8
  • Polynomial regression
  • Multiple regression
  • Scaling
  • Machine learning
  • Train/Test
Lesson 9
  • Decision tree
  • Converting data for analysis
  • Data Separation
  • Analyzing a decision tree
Lesson 10
  • Research project
  • Tumor detection using ML
  • Logical Regression working principle
  • Decision Tree working principle
  • Advantages and disadvantages of LR and DT
Lesson 12
  • Preparing the project presentation
  • Demonstration of database functionality
  • Project presentation
Lesson 11
  • Working principle of Random Forest
  • Advantages and disadvantages of RF
  • Working principle of SVM
  • Advantages and disadvantages of SVM
  • Preparing the basis for FP
Students will gain practical skills in writing code, necessary for further study of IT technologies. They will develop algorithmic and systemic thinking, get familiar with fundamental computer science concepts, and learn project work. By the end of the course, students will present their final projects to the group. Upon completing the module, students will learn:
  • Knowledge of programming basics;
  • Ability to create dynamic and interactive user interfaces;
  • Understanding of modern approaches to software development;
  • Skills in using C# and ASP .NET MVC to create fast and efficient applications.
Module Plan
Module 1: C#
Lesson 12
Projects will be presented to an audience. Students will demonstrate their work, explain its meaning, and talk about the challenges they faced and how they solved them. After the presentations, a vote will be held to determine the best projects.
Lesson 10
Students will study game logic. With the help of HTML, CSS, JavaScript, C#, jQuery, AJAX, and Bootstrap, they will create a Clicker Game.
Lesson 9
In this lesson, students will learn what components web development consists of, the goals of each, and how they are interconnected. Using HTML, CSS, and C#, they will create their first ASP.NET MVC project.
Lesson 8
In this lesson, students will apply their knowledge to create two projects: a Number Guesser game and a Console Calculator project.
Lesson 7
In this lesson, students will study object-oriented programming principles through examples. They will also become familiar with new concepts such as abstract classes, abstract methods, and interfaces.
Lesson 6
In this lesson, students will learn about object- oriented programming. This is a completely different approach to writing programs, very different from the one they are used to. They will understand the meaning and principles of this approach and see both its advantages and disadvantages.
Lesson 5
The goal of this lesson is to introduce students to functions. They will learn how to declare a function, pass data to a function, and return results from a function.
Lesson 4
In this lesson, students will become familiar with a special way of storing data — arrays. They will understand why indexing is used and how to work with arrays. They will also learn useful built-in methods for working with arrays.
Lesson 3
In this lesson, students will become familiar with logical operators and the principles of using loops in programming. They will also study WHILE, DO-WHILE, and FOR loops and learn how to properly use them to optimize code.
Lesson 2
In this lesson, students will study comparison operators and the logical type of variables. They will also understand how IF and SWITCH work. At the end of the lesson, they will complete their first project — a user menu.
Lesson 1
In this lesson, students will get acquainted with the basics of programming, as well as with the development environment they will be using throughout the course.
Lesson 11
In this lesson, students will choose their project based on what they have studied in this module. They will go through project planning, goal setting, design, and prototyping, and then move on to coding.
Data is the foundation of any business. It is used on all websites and applications—whether for online banking operations, online stores, news portals, or even social networks. The organization of databases and the correctness of queries affect the speed of software performance; therefore, professionals who can properly design, configure, and maintain databases are in high demand. Upon completing the module, students will learn:
  • Develop logical and critical thinking;
  • Develop imagination and the ability to solve complex problems;
  • Form a general understanding of database principles;
  • Gain basic database skills and SQL knowledge;
  • Learn data analysis methods;
  • Ensure understanding of database processes for further IT study;
Module Plan
Module 2: Database
Lesson 12
During the course, students choose a project and work on its implementation. At the final presentation, they will explain their project (SQL-based or NoSQL-based), reflect personal interests, and demonstrate mastery of the course material.
Lesson 10
  • Principles of database design
  • Database design (DBD)
  • Graphical structure representation
  • Converting JSON to SQL
Lesson 9
  • Introduction to MongoDB
  • Installing and using Mongo Compass
  • Working with Python requests
  • JSON Tables
Lesson 8
  • Practice: CHECK, DEFAULT
  • Practice: CREATE INDEX
  • Practice: AUTO INCREMENT
  • SQL with dates
Lesson 7
  • Cloud databases overview
  • What are SQL constraints?
  • Practice: NOT NULL, UNIQUE
  • Practice: PRIMARY KEY, FOREIGN KEY
Lesson 6
  • NoSQL basics
  • Installing XAMP server
  • Creating a database in MySQL
Lesson 5
  • Relational databases overview
  • Practice: SQL HAVING, filtering
  • Practice: SELECT INTO, INSERT INTO SELECT (data transfer between tables)
  • Practice: SQL CASE
Lesson 4
  • Introduction to distributed databases
  • Practice: SQL JOIN (all subtypes)
  • Practice: SQL UNION and GROUP BY Tasks:
Lesson 3
  • How SQL is used on websites
  • Limiting results with SQL TOP
  • SQL aliases and their use
  • Aggregate functions: MIN(), MAX(), SUM(), AVG(), COUNT()
Lesson 2
  • Introduction to centralized databases
  • Practice: AND, OR, NOT, WHERE, ORDER BY operators
  • INSERT INTO, UPDATE, DELETE operators
  • SQL NULL values
Lesson 1
  • Introduction to databases and their types
  • What is SQL and what can it do?
  • Introduction to the platform interface
  • Practice: SELECT, SELECT DISTINCT, WHERE operators
  • Practice: IN, LIKE, BETWEEN operators
Lesson 11
  • Review of course material
  • Creating a final project
  • Preparing presentation
The Greenfoot game development module focuses on applying theoretical knowledge of the Java language in developing simple games.
Throughout the module, we will apply all theoretical concepts in practice while creating games, and every detail will be visualized on the game stage. Upon completing the module, students will learn:
  • Practical application of theoretical programming knowledge;
  • Creation of several original, adapted, fully functional projects;
  • Development of skills in game design and creation;
  • Animation and creation of custom characters for projects;
  • Building a strong understanding of core game development concepts such as programming logic, object-oriented programming, and game design principles;
  • Familiarity with Greenfoot interface and tools for game development (actors, scenarios, methods, and platform-specific tools);
Module Plan
Module 3: GreenFoot Java
Lesson 12
  • Continuing ProjectFair;
  • Mechanisms for multiple obstacle generation;
  • Adding a scoring system;
  • Preparing for ProjectFair.
Lesson 10
  • Continuing the project;
  • Start buttons;
  • Game over screen;
  • Sound effects.
Lesson 9
  • Adding game elements;
  • Player bonuses;
  • Score system;
  • Practice exercises.
Lesson 8
  • New project "Racing Game";
  • Adding players;
  • Character movement;
  • Displaying data on the game screen;
  • Car movement effects.
Lesson 7
  • Data type conversion in Java;
  • New game features;
  • Extra ideas for enhancing the game.
Lesson 6
  • New project "Asteroids";
  • Collision detection mechanisms;
  • Character movement;
  • Endless gameplay scenario.
Lesson 5
  • New project;
  • Abstract classes;
  • Method overloading.
Lesson 4
  • Keyboard animation;
  • Adding musical notes;
  • Learning arrays.
Lesson 3
  • Character animation;
  • New Java concepts;
  • Scoring system.
Lesson 2
  • Creating the first project;
  • Adding and controlling characters;
  • Adding sound effects;
  • Creating helper methods.
Lesson 1
  • Exploring the Greenfoot tool;
  • Linking Greenfoot with Java;
  • Introduction to basic OOP concepts;
  • Creating new scenarios;
  • Preparing for a new project.
Lesson 11
  • New project "Flappy Bird";
  • Adding a player character;
  • Jump mechanics;
  • Adding features for game components.
How are the lessons structured?
2h lesson per week focused on 80% practice
Small groups of up to 10 kids with individual support from teachers
|

Live online or in-person lessons
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!
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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