IT-Master
One of our most popular courses, built to keep our students engaged and challenged - by mastering programming, building websites, crafting games, exploring AI and machine learning.
8-10 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-Master - level l course program
12 practical lessons
12 practical lessons
11 practical lessons
IT-Master - level ll course program
12 practical lessons
12 practical lessons
11 practical lessons
Module 1. Visual Programming.
Scratch - it is a visual programming tool that allows the creation of games and animation. In this course, children will develop creativity and logic.

After this module, children will know:
  • The basics of programming (variables, loops, logical sequences)
  • Creating customized games with Scratch
  • Creating characters using Scratch

Soft Skills: public speaking, project presentation

Module Plan
Lesson 1
  • Find out what is Visual Programming in Scratch.
  • Define the terms algorithm, program, programmer, code.
  • Create an account on Scratch.
  • Create a name animation on Scratch.
Lesson 2
  • The purpose of this assignment is to remind us how the 3 types of cycles work: repeat forever, repeat until, repeat 3 times.
  • Create an animation where the bird character flies, flaps its wings and pushes itself off the edge, changes direction.
Lesson 3
  • Develop a broader understanding of basic concepts in programming: iteration, testing, debugging, reuse and remixing.
  • Explore the process of creating an animation-story by creating our own story.
Lesson 4
  • Familiarization with conditions in programming (if-else blocks)
  • Studying operators and variables.
  • Learning the term: "if-else construction",
  • Introduction to game development, creating first interactive scenario.
Lesson 5
  • Create a game, based on the program created in the lesson, where the speed of the obstacles gradually increases every 20 seconds.
  • Make the background change every 30 seconds of gameplay
Lesson 6
  • Access your personal Scratch account.
  • Create a game, where the character hides and appears in random places.
  • The character plays a sound if the user catches it with a mouse click.
Lesson 7
  • Repetition of previously studied terms: variable, if-else condition operators, cloning, working with x and y coordinates.
  • Continue to develop games using variables, loops, conditional operators and math functions to complicate the game.
Lesson 8
  • Work with the x and y coordinate system and using different means of character movement.
  • Use variables in programming: score, timer, health, number of levels.
  • Use mathematical functions.
Lesson 9
  • Creating an educational game.
  • Practice using variables.
  • Using conditional operators and loops.
  • Using the ask and wait and answer blocks.
Lesson 10
  • Creating your own Paint application.
  • Working with new terms: pen, duplicate, clear,
  • set pen size, width, eraser.
  • Working with pen components: pen down, pen up.
Lesson 11
  • Repeating the cycle term.
  • Introduction to the "repeat until..." block.
  • Identify the differences in 3 types of cycles: "repeat always", "repeat... times", "repeat until...".
Lesson 12
Project Fair
Module 2. Kodu Game Lab.
Kodu Game Lab - it's an interactive environment for creating 3D games for PC and Xbox 360 by Microsoft.
After completing the module, the students will know:
  • Game creation
  • Developing game scenarios
  • Creating 3D graphics
  • Soft skills: fundamentals of constructive communication and conflict resolution
Module Plan
Lesson 1
  • Getting Familiar with Kodu Game Lab
  • Exploring the Interface of this Platform
  • Acquiring Theoretical Knowledge about the Application and Development of Kodu Game Lab
Lesson 2
  • Completing an Introductory Tutorial for
  • Getting Acquainted with the Platform's Tools
  • Creating the First Game on this Platform
  • Writing Code to Control the Game Characters
Lesson 3
  • Using Paths to automate game objects.
  • Using code pages and transitioning between them.
  • Programming the movement of objects along a specific path.
  • Copying and pasting objects onto the game scene.
Lesson 4
  • Creating and programming a score in the game, altering its value.
  • Developing an air hockey game.
  • Automating gameplay.
  • Creating an incremental timer.
Lesson 5
  • Create a labyrinth.
  • Use the Path Tool and change the type.
  • Add the main and additional characters and program them.
  • Program the end of the game.
Lesson 6
  • Create a Pac-Man game and a maze in it.
  • Add a route for players.
  • Add and program the main character and enemy.
  • Program the end of the game.
Lesson 7
  • Create a racing game
  • Add the main character and rivals
  • Add routes for players and conditions for finishing
Lesson 8
  • Complete the Racing game.
  • Add and program opponents.
Lesson 9
  • Create the first level of the game "Survival".
  • Develop a route and add the necessary decorations.
  • Program the main character and opponents.
  • Specify the conditions for victory and loss of the hero.
Lesson 10
  • Complete a Survival game project
  • Create a new level and program the transition between levels
  • Add objects (apples) that provide different capabilities
Lesson 12
Lesson 11
  • Conduct a final knowledge test.
  • Learn the presentation rules.
  • Create final project.
During the course, students have chosen a theme for their final project. They are presenting a project they've been working on for a while in Kodu Game Lab. This project is meant to reflect the personal preferences and knowledge of the student from the course.
Module 3. Art and Design.
In this module, students will learn to use the graphic editors Canva, Inkscape, and Photopea, which will enable them to edit photos and create professional designs. They will explore the interface of each editor, understanding how to use the essential tools and functions to transform their creative ideas into impressive visual projects.
Upon completing this module, students will know:
  • How to work with Canva, Inkscape, and Photopea at a basic level
  • How to create logos, business cards, banners, and presentations
  • How to combine colours and shapes
  • How to develop graphic design skills, including layout and composition techniques
Module Plan
Lesson 1. Basics of graphic design
  • Introduction to the graphic designer profession.
  • Study terms: communication, pixels, raster and vector images.
  • Review of the main areas and working tools in the Photopea program.
Lesson 2. Composition and color in graphic design
  • Studying the concepts of composition and color in graphic design.
  • Examining the laws of composition and working with the color wheel.
  • Studying terms like RGB and CMYK, Layers, Color Picker of colors.
Lesson 3. Collage in graphic design
  • Studying the concept and methods of collage in graphic design.
  • Learn how to use basic image editing tools in Photopea. Familiarization with the terms - Smart Objects, Opacity, Fill and Background Color.
Lesson 4. Drawing in Photopea
  • Familiarization with the drawing tools in Photopea. Knowing the basic terms of the lesson.
Lesson 5. Fundamentals of typography and letters
  • Knowledge of the concept of typography and lettering in graphic design. Examining font types. Knowing the basic terms of the lesson.
  • Creating simple font compositions in Photopea.
  • Developing soft skills.
Lesson 6. Creating a logo in Inkscape.
  • Familiarization with the Inkscape application intended for working with vector images. Knowing the basic terms of the lesson. Introduction to branding.
  • Logo concept.
  • Design and create your own logo using Inkscape tools.
Lesson 7. Creating icons in Inkscape
  • Reviewing Inkscape's tools for creating vector icons. Knowledge of the basic IT terms of the lesson.
  • Brand icon design in Inkscape.
Lesson 8.
  • Familiarization with the Canva platform and its main tools, knowledge of the basic IT terms of the lesson. We will perform preparatory work for the project using the Miro program. We create a 1 month news calendar in Canva.
Lesson 9. Creating a comic in the Canva program.
  • Studying the concepts of storytelling, the main IT terms of the lesson. Coming up with ideas for comics we first create an example using the tools of the Canva program.
Lesson 10. Preparing for Project Fair
  • Students will prepare a presentation about themselves and their course achievements using Canva. They will prepare their projects for presentation in the form of a portfolio.
Lesson 11. Project Fair
  • Students talk about themselves and their course achievements through a prepared presentation in Canva. Present their projects in the form of a portfolio.
Module 1. Artificial Intelligence and Machine Learning
This module transforms the core concepts of AI and ML into an exciting adventure filled with creativity and fun. With Scratch Machine Learning, young programmers will learn to create interactive projects that are both engaging and educational.

Over the course of 12 thrilling lessons, children will explore the fascinating world of image and text recognition, make numerical predictions, and understand how the technologies surrounding us truly work. Each lesson is designed to stimulate curiosity and develop the skills necessary to become the young innovators of the future.
Module Plan
Lesson 1
  • Gain foundational knowledge in Artificial Intelligence (AI) and Machine Learning (ML).
  • Participate in creating and training a first ML model, involving data selection.
Lesson 2
  • Learn about image recognition by building a Scratch project where a chameleon changes color to match its background.
  • Create a basic machine learning model, integrate it into the project, and test its accuracy in adapting to different backgrounds.
Lesson 3
  • Engage in a hands-on project to learn about image object detection using machine learning.
  • Create and train a basic machine learning model.
  • Understand how a model can make mistakes if not trained properly.
Lesson 4
  • Embark on an engaging project to integrate drawing recognition into a paint application.
  • Apply knowledge by creating and training a basic machine learning model.
  • Use Scratch 3 to build a paint app to recognize drawn objects.
Lesson 5
  • Delve into the world of generative AI and design, learning about how artificial intelligence can significantly enhance and innovate the design process.
  • Explore several AI generative tools, experimenting with how these tools can manipulate and transform images.
Lesson 6
  • Explore the fascinating intersection of artificial intelligence with the arts, focusing specifically on AI's role in both generative and creative writing.
  • Use an AI tool to create stories as part of the activity.
Lesson 7
  • Engage in both theoretical learning and practical application centered around numerical prediction and statistical analysis.
  • Create a project called "Pacman," using Scratch and a machine learning toolkit to teach a computer to learn from decisions made while playing the game.
Lesson 8
  • Create a practical project where you apply your understanding of number prediction and AI concepts by programming a game of basketball in Scratch, integrating a machine learning component.
  • This project, called "Basketball," involves teaching the computer to make decisions about power.
Lesson 9
  • Learn about text classification, starting with the basics of text recognition and categorization by AI systems.
  • Conclude the session with a project using Scratch 3, employing the RPG AI Blocks extension to develop an application that recognizes user input,
Lesson 10
  • Explore sentiment analysis, learning how to identify and categorize emotions in text.
  • Implement this by developing a project that engages users in conversations about their opinions on various topics.
Lesson 11
  • Select favorite personal projects and those featuring AI and machine learning applications, focusing on the most engaging and instructive ones.
  • Reflect on the knowledge gained from each, assessing the skills and concepts learned.
Lesson 12
  • Prepare thoroughly for the presentation.
  • Present the portfolio by showcasing the best projects and highlighting how each piece demonstrates your skills and understanding of the course material.
  • Summarize the knowledge gained throughout the course.
Module 2. Motion Design
Animation is fun not only to watch but also to create! However, where do you start? How is animation done, and what is motion design?

Motion design represents graphics in motion, the "animation" of images. The animated texts and images encountered in games, YouTube videos, cartoons, and movies are the result of the work of a motion designer. Every day, people increasingly prefer the video format over other types of content, which is why we've developed a course that combines multiple skills relevant to Generation Z. This module is intended for creative children who want to learn how to create animations and animate characters. We'll start from the simplest, so that anyone can join in learning motion design.
Module Plan
Lesson 1
  • What is Motion Design?
  • Why is it needed and where to start studying it?
  • Difference: Animation vs. Motion Graphics
  • Who is a Motion Designer?
Lesson 2
  • Learn how Minecraft worlds are added
  • Create a new animation using a Minecraft world
  • Work with camera and lighting
Lesson 3
  • Learn how to add the Parent property
  • Create a new animation using the Parent property
  • Learn how to change the time of day
  • Test your knowledge
Lesson 4
  • Create a new Archery project
  • Use particle effects
  • Learn how to create slow-motion animation
  • Knowledge check
Lesson 5
  • Discovering the new site - Animatron
  • Create an animation based on invented stories
  • Add animation and come up with a new story
  • Save the project
Lesson 6
  • Understand 3D vs 2D graphics
  • Familiarize yourself with the MagicaVoxel program
  • Create 3D Voxel Art with MagicaVoxel
  • Work with materials
  • Create your first project - Calculator
Lesson 7
  • Discuss 3D animation
  • Work in the MagicaVoxel program
  • Create frames for 3D animation
  • Save the project, render
  • Work with a video editor
Lesson 8
  • Work in the MagicaVoxel program
  • Create a character from the SpongeBob cartoon
  • Create frames for 3D animation
  • Save the project, render
  • Work with a GIF editor
Lesson 9
  • Work in the MagicaVoxel program
  • Create a road for cars
  • Create frames for 3D animation Time change
  • Save the project, render
  • Work with the GIF editor
Lesson 10
  • Work in the MagicaVoxel program
  • Finish the project from the last lesson
  • Create/Add a car
  • Create frames for 3D animation
  • Save the project, render
Lesson 11
  • Test your knowledge
  • Quiz - Answer questions and explain
  • responses
  • Create the final project
  • Start working on the presentation
Lesson 12
During the course, students have chosen a theme for their final project. They present the project they worked on in KoduGameLab this time. This project should reflect the preferences and personal knowledge of the student from the course.
Module 3. Web Factory (Tilda)
In this module, students will learn how to create websites on the Tilda platform, understand the basic rules of web design, and grasp the components of a web page. As a result, each student will create 4 individual websites: a landing page, a multi-page site, a blog, and an online store.

After completing the module, students will know:
  • Creating websites on the Tilda platform
  • Understanding web design principles
  • Creating a template using the Canva editor
  • Creating a Zero Block page and utilizing animated effects.
Module Plan
Lesson 1
  • Basic rules for web design
  • What is a Website Builder? Code vs Website Builder
  • Create an account on Tilda
  • Exploring the Tilda platform
  • Site settings - font, colors
Lesson 2
  • What is a website? What is a web page?
  • What is a blog?
  • Creating a website on Tilda
  • Creating pages using the builder
  • The design process
Lesson 3
  • Exploring the Canva platform
  • Creating a logo for a web page
  • Structure of a web page
  • Adding main content to a web page
  • Creating a web page footer
Lesson 4
  • Creating a website on Tilda
  • Creating a web page using Zero Block
  • Quick keys
  • User Interviewing
Lesson 5
  • Creating the menu
  • Creating menu pages
  • Publishing site pages and adding a link to menu pages
  • Completing pages, filling in content
  • Usability test
Lesson 6
  • What is an online store?
  • Creating an online store using the builder
  • Tilda Project brief
Lesson 7
  • Rules for using animation
  • Web animation design
  • Animated effects
  • Website content
Lesson 8
  • Responsive site. Types of responsive design
  • Examples of responsive and non-responsive pages
  • Desktop and mobile versions
  • Browser tool allowing you to evaluate
Lesson 9
  • SEO - optimizing pages for search engines
  • Modern SEO promotion. 11 steps to optimize website
  • Homepage of the website
  • How might we?
Lesson 10
  • Software maintenance
  • Services and widgets for websites.
  • Introducing HTML code
  • Pitching
Lesson 11
  • Finalizing the website
  • Feedback form. Project presentation
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
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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Payment Options
9 months subscription 25%
1 027 GBP 1370 GBP
28.5 GBP/2 hour lesson
Monthly subscription 25%
142 GBP 190 GBP
35.5 GBP/2 hour lesson
9 months subscription 20%
748 GBP 935 GBP
21 GBP/2 hour lesson
Monthly subscription 20%
104 GBP 130 GBP
26 GBP/2 hour lesson
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
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