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Python for Kids: A Playful Introduction to Programming [Paperback]

Jason R. Briggs
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Table of Contents

About the Author; About the Illustrator; About the technical Reviewers; Acknowledgments; Introduction; Why Python?; How to Learn to Code; Who Should Read This Book; What’s in This Book; The Companion Website; Have Fun!; Learning to Program; Chapter 1: Not All Snakes Slither; 1.1 A Few Words About Language; 1.2 Installing Python; 1.3 Once You’ve Installed Python; 1.4 Saving Your Python Programs; 1.5 What You Learned; Chapter 2: Calculations and Variables; 2.1 Calculating with Python; 2.2 Variables Are Like Labels; 2.3 Using Variables; 2.4 What You Learned; Chapter 3: Strings, Lists, Tuples, and Maps; 3.1 Strings; 3.2 Lists Are More Powerful Than Strings; 3.3 Tuples; 3.4 Python Maps Won’t Help You Find Your Way; 3.5 What You Learned; 3.6 Programming Puzzles; Chapter 4: Drawing with Turtles; 4.1 Using Python’s turtle Module; 4.2 What You Learned; 4.3 Programming Puzzles; Chapter 5: Asking Questions with if and else; 5.1 if Statements; 5.2 if-then-else Statements; 5.3 if and elif Statements; 5.4 Combining Conditions; 5.5 Variables with No Value—None; 5.6 The Difference Between Strings and Numbers; 5.7 What You Learned; 5.8 Programming Puzzles; Chapter 6: Going Loopy; 6.1 Using for Loops; 6.2 While We’re Talking About Looping . . .; 6.3 What You Learned; 6.4 Programming Puzzles; Chapter 7: Recycling Your Code with Functions and Modules; 7.1 Using Functions; 7.2 Using Modules; 7.3 What You Learned; 7.4 Programming Puzzles; Chapter 8: How to Use Classes and Objects; 8.1 Breaking Things into Classes; 8.2 Other Useful Features of Objects and Classes; 8.3 Initializing an Object; 8.4 What You Learned; 8.5 Programming Puzzles; Chapter 9: Python’s Built-in Functions; 9.1 Using Built-in Functions; 9.2 Working with Files; 9.3 What You Learned; 9.4 Programming Puzzles; Chapter 10: Useful Python Modules; 10.1 Making Copies with the copy Module; 10.2 Keeping Track of Keywords with the keyword Module; 10.3 Getting Random Numbers with the random Module; 10.4 Controlling the Shell with the sys Module; 10.5 Doing Time with the time Module; 10.6 Using the pickle Module to Save Information; 10.7 What You Learned; 10.8 Programming Puzzles; Chapter 11: More Turtle Graphics; 11.1 Starting with the Basic Square; 11.2 Drawing Stars; 11.3 Drawing a Car; 11.4 Coloring Things In; 11.5 A Square-Drawing Function; 11.6 Drawing Filled Squares; 11.7 Drawing Filled Stars; 11.8 What You Learned; 11.9 Programming Puzzles; Chapter 12: Using tkinter for Better Graphics; 12.1 Creating a Clickable Button; 12.2 Using Named Parameters; 12.3 Creating a Canvas for Drawing; 12.4 Drawing Lines; 12.5 Drawing Boxes; 12.6 Drawing Arcs; 12.7 Drawing Polygons; 12.8 Displaying Text; 12.9 Displaying Images; 12.10 Creating Basic Animation; 12.11 Making an Object React to Something; 12.12 More Ways to Use the Identifier; 12.13 What You Learned; 12.14 Programming Puzzles; Bounce!; Chapter 13: Beginning Your First Game: Bounce!; 13.1 Whack the Bouncing Ball; 13.2 Creating the Game Canvas; 13.3 Creating the Ball Class; 13.4 Adding Some Action; 13.5 What You Learned; Chapter 14: Finishing Your First Game: Bounce!; 14.1 Adding the Paddle; 14.2 Adding an Element of Chance; 14.3 What You Learned; 14.4 Programming Puzzles; Mr. Stick Man Races for the Exit; Chapter 15: Creating Graphics for the Mr. Stick Man Game; 15.1 Mr. Stick Man Game Plan; 15.2 Getting GIMP; 15.3 Creating the Game Elements; 15.4 What You Learned; Chapter 16: Developing the Mr. Stick Man Game; 16.1 Creating the Game Class; 16.2 Creating the Coords Class; 16.3 Checking for Collisions; 16.4 Creating the Sprite Class; 16.5 Adding the Platforms; 16.6 What You Learned; 16.7 Programming Puzzles; Chapter 17: Creating Mr. Stick Man; 17.1 Initializing the Stick Figure; 17.2 Turning the Stick Figure Left and Right; 17.3 Making the Stick Figure Jump; 17.4 What We Have So Far; 17.5 What You Learned; Chapter 18: Completing the Mr. Stick Man Game; 18.1 Animating the Stick Figure; 18.2 Testing Our Stick Figure Sprite; 18.3 The Door!; 18.4 The Final Game; 18.5 What You Learned; 18.6 Programming Puzzles; Where to Go from Here; Games and Graphics Programming; Programming Languages; Final Words; Python Keywords; ; Glossary; Updates;

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