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1Course Content
The beginner course consists of 15 lectures, currently being updated… Stay tuned for more.
2Target Audience
Children aged 5-7 (from kindergarten to first grade)
This age group is in a critical transition from concrete to abstract logical thinking. The graphical interface and game-based learning of ScratchJr can effectively stimulate interest; no reading or keyboard skills are required, as programming can be done through touch screen dragging, lowering the learning threshold.
3Post-Class Gains
Understanding logical structures in programming such as sequence, loops, and conditional statements, and developing systematic problem-solving habits; through free creation of stories and games, transforming abstract ideas into visual works. Initial exposure to mathematical concepts through character movement and coordinate changes, and perceiving scientific principles through physical effects (such as gravity and collision).
1Course Content
A total of 108 lectures, including 30 lectures on basic programming, 23 on intermediate drawing with a pen, 12 on advanced mathematics, 13 on advanced algorithms, and 30 on creative project practice.
2Target Audience
Children aged 8-12 (upper grades of elementary school))
No reading or keyboard skills are required; programming can be done through touch screen dragging; developing systematic problem-solving habits (such as task breakdown and debugging); through free creation of stories and games, transforming abstract ideas into visual works.
3Post-Class Gains
Understanding programming logic such as sequence, loops, and conditional statements, and cultivating algorithmic thinking; reinforcing subject knowledge application in projects across mathematics, physics, and art; developing analysis and troubleshooting skills through debugging code (e.g., “character not moving”); being able to independently complete projects such as “interactive stories,” “animations,” and “mini-games”; better preparing for robotics (EV3, Zhongming) and hardware programming.
1Course Content
The beginner course consists of 20 lectures, covering core language syntax and basic web development content. Advanced courses will be updated based on demand, so stay tuned.
2Target Audience
Teens aged 12+ (upper grades of elementary school, middle school, and above))
Basic mathematical logic (such as conditional statements and loop concepts) and programming concepts are required. Suitable for children interested in web design, game development, and app creation, or those who want to explore “how to make web pages interactive”; aimed at students aspiring to specialize in technology or computer-related fields..
3Post-Class Gains
Mastering the engineering mindset of “decomposing problems → designing steps → debugging and optimizing,” such as locating code errors through “breakpoint debugging”; understanding the “data-driven view” development model, learning to dynamically control page content using variables/arrays.
1Course Content
The beginner course consists of 20 lectures, covering recognition of electronic components, Arduino board operation, and programming environment setup. Advanced courses will be updated based on demand, so stay tuned.
2Target Audience
Teens aged 12+ (upper grades of elementary school, middle school, and above))
Basic mathematical logic and logical thinking skills are required. Students eager to turn creativity into reality, preparing for national youth science and technology innovation competitions, NOC competitions, etc., need to accumulate project experience.
3Post-Class Gains
From demand analysis (e.g., “smart trash can needs to open automatically”) to prototype development (sensor selection → circuit design → code writing → testing and optimization), cultivating full-process engineering thinking; understanding circuit principles, mastering the working mechanisms of sensors and actuators. Learning to develop with both software and hardware.

