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Phase 2 — Python with Turtle

You finished Phase 1. You built a game in Scratch. You can think like a programmer. Now we switch to a real programming language: Python.

What this phase is

Phase 2 is the bridge between Scratch and the rest of the curriculum. The big shift this phase is typing instead of dragging. The blocks are gone. You’ll type real Python code into a real editor, save it as a real file, and run it.

To make the shift gentler, we’re not jumping straight into “all of Python.” Instead, we use a tool called Turtle — it’s part of Python itself, and it lets you draw on the screen by giving commands to a little arrow (a turtle). Like the pen extension in Scratch, but in Python.

By the end of Phase 2, you’ll be writing real Python programs that draw real things, and the typing-not-dragging shift will feel normal. After this phase, the rest of the curriculum is all in Python.

What you’ll learn

SessionIdeaWhat’s new
1Welcome to Python (typing, not dragging)Open Thonny, your first line of Python, your first error message
2Telling the turtle what to doMore turtle commands; coordinate-based positioning
3Loops in Pythonfor i in range(N): — the Python version of repeat
4FunctionsThe big new idea: making your own commands
5Variables and a little mathx = 5 syntax; arithmetic in code
6Conditionals: if in Pythonif x > 5: — the Python version of the if block
7Putting it together — a drawing projectCombine everything into a creative pattern
8Milestone project + demoPlan, build, demo a Turtle drawing of your own

A lot of these ideas (sequences, loops, conditionals, variables) are familiar from Phase 1. What’s new is the syntax — how you type each idea in Python. The biggest brand-new idea is functions in Session 4. We saved that one for Python on purpose.

What you’ll build

Each session ends with a small drawing — shapes, scenes, patterns. By Session 7 you’ll be making creative compositions that combine loops, functions, and color in ways that would have been impossible with Scratch’s pen extension.

The milestone project in Session 8 is your own Turtle drawing — a pattern, a picture, a scene, a name in big letters, anything you can imagine. You’ll plan it, build it, and demo it to the class.

What you’ll need

  • The same machine you used in Phase 1.
  • Thonny — the Python editor. Pre-installed on your class computer. If you’re working at home, the Installing on your own computer appendix tells you how to get it.
  • The turtle module — comes with Python. No install needed.
  • Patience. Typing precise code feels weird at first. It gets better fast.

How sessions work

Same shape as Phase 1:

  • Part A introduces a new idea with a guided exercise. Stands alone if class gets cut short.
  • Part B is open practice or a project. Often tiered (base / stretch / extension).
  • Wrap-up to share what you did.

What’s a little different in Phase 2: there will be error messages. A lot of them. Read them slowly. They’re trying to help. The Reading error messages appendix will get fleshed out as we encounter common ones.

A note about typing

If you’re a slow typist, that’s okay. Programming isn’t about typing speed — it’s about thinking clearly. Most professional programmers type around the same speed as a careful average person. What matters is being precise. A typo is a bug, and fixing typos is a real part of programming.

If your typing feels slow enough to be frustrating, mention it to Mr. Eric. He can suggest some ways to practice between classes. But it’s not a barrier — kids with all kinds of typing speeds finish this curriculum.

Where to start

Session 1: Welcome to Python — typing instead of dragging is where Python begins.

When you’re stuck, the Getting unstuck appendix has a checklist that helps. The Glossary explains vocabulary; Python words will start showing up there as we encounter them.

Welcome to typing. Let’s go.