Skip to content

Our live lessons are currently taught in Turkish. Our education advisors can talk with you in English.

Coding and digital creation · ages 5–17 · live online in Turkish

“How do you make a game?”
In class, your child builds one.

Your child spends hours at the screen: gaming, watching videos, chatting. In these lessons, they cross over to the other side of the screen. Every week, they build something on their own screen, look for the reason when it doesn’t work, and show it to the group when it’s finished.

How old is your child?16 weeks: 30,000 TL, VAT included · the same for all courses

We don’t offer a free trial lesson. You choose the course and the package together with our education advisor.Request a callCourse suggestion in 2 minutesAsk on WhatsAppWhen you send the form, our education advisor will call you; if you’d rather not get a call, just message us on WhatsApp.

  • 16 weeks: 30,000 TL · the same for all courses
  • 1 live lesson a week
  • Groups of 8–10
  • 9,000 students in 6 years (our data)
Familiar scenes

Which of these sounds like your home?

Choosing a course by your child’s age is easy; the real clue is what they do in front of the screen. Open the scene that feels familiar.

Ages 5–7The child who won’t put down the tablet and is just starting to readThey know the game menu by heart but can’t read what’s written on the screen. Take the tablet away, and it’s the end of the world.What do we do in the lesson?

First Steps in Coding has no text, only colorful blocks. The child makes a character walk, jump, and talk, step by step. At this age, they don’t learn a programming language; they learn the idea of sequence: what comes first, what comes next?

You could ask at home: “If you had to explain brushing your teeth to a robot, what would your first command be?”

See the courses for this age
Ages 8–11The child who plays Minecraft for hoursThey know better than you what to build and how many blocks it takes. Every evening, the same negotiation: “Just a little longer.”What do we do in the lesson?

In Game Design with Minecraft, they go behind the scenes of the game with Minecraft Education. They build their own world, program the Agent with MakeCode, and set the rules themselves. This time, they build the game and a friend plays it.

You could ask at home: “If you could change one rule in your favorite game, which one would you change?”

See the courses for this age
Ages 8–11The child who gets an error, says “it’s not working,” and gives upIt’s the same with homework, Lego, and games: they give up at the first snag or call you over.What do we do in the lesson?

In coding, errors are an everyday thing; in every lesson, something doesn’t work. The child picks up a small routine: read the error, change one thing, try again. “It’s not working” gives way to “hold on, I’ll try something.”

You could ask at home: “It didn’t work. So what was the last thing you changed?”

See the courses for this age
Ages 9–14The child who draws characters in the margins of their notebookHalf of their math notebook is drawings. They’re not very interested in code, but they like designing things.What do we do in the lesson?

This area isn’t called “digital creation” for nothing: in Digital Design Workshop, they turn their drawings into characters, posters, and app screens; in Video and Storytelling, they film and edit. Children who don’t write code create here too.

You could ask at home: “If this character had its own game, what would it do in the game?”

See the courses for ages 9–11See the courses for ages 12–14
Ages 12–14The child who says “I want to write real code now”Blocks feel childish to them. They watched a Python video online and got stuck on the first line.What do we do in the lesson?

Python for Beginners starts from the very beginning: variables, conditionals, loops, functions; then drawing with Turtle and a first game with PyGame. If they’re curious about game engines, they write C# in Game Development with Unity.

You could ask at home: “If you could get the computer to do one of your tasks, which one would it be?”

See the courses for this age
Ages 14–17The teen who gets AI to write their homeworkThey have it write code and essays alike. They hand in whatever comes out without checking whether it’s right.What do we do in the lesson?

In Advanced Python, AI isn’t banned, but reading the code it produces, testing it, and finding its bugs is the student’s job. At this age, they learn the difference between using a tool and understanding what they’re doing.

You could ask at home: “How do you know this is right?”

See the courses for this age
Courses by age

Which course at which age?

There are eight courses. All except Advanced Python start from the very beginning; you don’t need to have finished one course to join another. Age decides which tool to start with; your child’s interests decide which course to choose. The price is the same for all of them: 30,000 TL for 16 weeks and 55,000 TL for 32 weeks, VAT included.

Ages 5–7

Coding before reading

No reading or writing needed. Lessons are 45 minutes and feel like play; every lesson produces something that works on the screen. In the first lessons, it helps to have an adult nearby.

From the scenes above: the child who won’t put down the tablet and is just starting to read

  • 1 course
  • 45-minute lessons
  • 32 lessons a year
  • No reading or writing required
  • The course for this age

    First Steps in Coding

    With ScratchJr’s visual blocks, they break a task into steps, direct a character, and bring their own little story to life.

    What they make: an animated scene, a dancing character, a mini game that responds to touch

    ScratchJr · 45 min · ages 5–7

Our aim by the end of the year: your child can put a task in order, “first this, then that,” and explain it to you. It doesn’t happen at the same pace for every child.

Ages 8–11

Starting to make what they play

This age has the most options. What does your child play, what do they draw, what are they curious about? The label above each course was written with this question in mind.

From the scenes above: the child who plays Minecraft for hours · the child who gives up at the first error · the child who draws characters in their notebook

  • 4 courses
  • 90-minute lessons
  • 32 lessons a year
  • No prior knowledge needed
  • Not sure? Start here

    Coding Workshop

    In Scratch, they snap blocks together, link characters to events, and keep score. All the core ideas of coding are in this course.

    What they make: an animation, a catch game, a platform game with scoring, an interactive story

    Scratch · 90 min · ages 8–11
  • If they build in Minecraft

    Game Design with Minecraft

    They turn Minecraft into a creation tool: they program the Agent with MakeCode and build worlds with stories and scoring.

    What they make: five playable worlds: building design, puzzle, adventure, arcade, simulation

    Minecraft Education · ages 8–12
  • If they’re always drawing

    Digital Design Workshop

    They turn an idea into a poster, a character, an interface: composition, color, typography, layout.

    What they make: a poster, a character set, a magazine page, an app screen, a portfolio

    Digital design · ages 9–14
  • If they want to shoot videos

    Video and Storytelling

    They first turn what they want to say into a plan, then film and edit it. Most importantly, they learn to choose what to say.

    What they make: a storyboard, short videos, a video ready to publish

    Filming and editing · ages 9–11

Our aim by the end of the year: when your child sees a game or a video, they ask “how did they make this?” and can answer part of it themselves. It doesn’t happen at the same pace for every child.

Ages 12–14

Real code, a game engine, or design

At this age, many children want “real code.” Python is a two-year course and starts from the very beginning; knowing Scratch isn’t necessary. Those curious about game engines can look at Unity. For a child who isn’t into code but draws and designs, the path is Digital Design Workshop; Python isn’t required.

From the scenes above: the child who says “I want to write real code now” · the child who draws characters in their notebook

  • 3 courses
  • 90-minute lessons
  • Python: 2 years
  • No prior knowledge needed
  • If they want real code

    Python for Beginners

    Language basics, loops and conditionals, functions, graphics with Turtle, first games with PyGame; in the second year, data structures and windowed applications.

    What they make: a guessing game, geometric patterns, a PyGame game, a hackathon project, a desktop app

    Python · 2 years · ages 12–14
  • If they’re curious about game engines

    Game Development with Unity

    In Unity, they design levels, set up lighting and physics, and write the game logic in C#.

    What they make: an atmospheric level, a 2D mobile game, a racing game, a role-playing game

    Unity · C# · ages 12–16
  • If they have a knack for design

    Digital Design Workshop

    They organize an idea visually with composition, color, and typography, and explain the reasoning behind their design decisions.

    What they make: a character set, a magazine page, an app screen, a personal portfolio

    Digital design · ages 9–14

Our aim by the end of the course: your child finishes a piece of work (a program, a game, or a design) from start to finish on their own, finds what isn’t working by themselves, and can explain to you what they did. It doesn’t happen at the same pace for every child.

Ages 14–17

Apps, data, teamwork

For teens who want to really try out the field before choosing what to study at university. Advanced Python moves quickly through the basics; it’s meant for those who have finished Python for Beginners and for teens who have written some code on their own. For a teen who has never written code, we’ll work out the right path together during the call. The first year covers desktop apps and Git; the second year, mobile, data analysis, an introduction to machine learning, and web.

From the scenes above: the teen who gets AI to write their homework

  • 2 courses
  • 90-minute lessons
  • Python: 2 years
  • Team project
  • If they want to give software a serious try

    Advanced Python

    Object-oriented programming, PyGame and PyQt, teamwork with Git; in the second year, mobile apps, Pandas, an introduction to machine learning, web, and databases.

    What they make: a 2D game, a desktop app built as a team, a data report, a multi-user web app

    Python · 2 years · ages 14–17
  • If they want to make games

    Game Development with Unity

    Also suitable for those opening a game engine for the first time: level design, scripting in C#, 3D animation.

    What they make: a portfolio of at least two finished games

    Unity · C# · ages 12–16

Our aim by the end of the course: the teen can answer “is software for me?” not by guessing, but by looking at the work they’ve finished. It doesn’t happen at the same pace for every child.

Why now

Screens are already part of their lives. In Türkiye, the compulsory IT class at school lasts only two years.

The first three figures show how much room screens take up in children’s lives; the fourth shows how much room school makes for the subject.

  • 91%Children aged 6–15 in Türkiye who use the internet1
  • 74%Children the same age who play digital games1
  • 54%Among children who use the internet regularly, those who are online for two hours or more a day on weekends1
  • 2 yearsHow long the compulsory IT class is taught: only in grades 5 and 6, two class periods a week2

Sources: TurkStat’s 2024 survey (ages 6–15) and the 2025 weekly lesson schedule of the Ministry of National Education (MEB).

More on the figures

The TurkStat figures are rounded: internet use 91.3%; digital games 74.0%; two or more hours a day online on weekends 53.6% (among regular internet users). In the same survey, 34.4% of children say they read fewer books because they spend more time in front of screens, and 33.3% say they study less (self-reported). In the MEB schedule, the Information Technologies and Software class is compulsory in grades 5 and 6, two hours a week in each; there is none in elementary school. Middle schools also have electives (Robotic Coding in grades 5–6, Artificial Intelligence Applications in grades 7–8); electives may not be offered at every school.

In our view, the real question isn’t the amount of time but what they do with it: are they only watching and playing, or are they also building something? Rather than arguing about screen time, you can change what fills it, starting this year.

A habit at home, and what it becomes in the lesson

At home, they play. In class, they write the rules.

PlayingIn a world someone else built, by rules someone else set.
Writing the rules themselvesWhen does the character jump, when does the score go up, when does the game end? They make the call and write it in code.
WatchingOne video ends, the next one starts.
Planning and storytellingThey choose what to say, break it into scenes, film, and edit; they move from the watching side to the storytelling side.
Giving up when stuckThey say “it’s not working” and call you over.
Hunting for the bugThe red error line isn’t scary anymore; the child checks the line number and works backward from there.
Asking AIThey copy the answer exactly as it comes.
Testing the answerThey run the code AI wrote, break it on purpose, and explain why it broke. They don’t hand in code they can’t explain.
Starting, not finishingHalf-finished drawings, enthusiasm that fizzles out halfway.
Finishing and showingEvery module wraps up with a finished piece of work, which the child presents to the group. Finishing is a skill that’s learned, too.
How a lesson works

The keyboard is in the child’s hands.

The most common doubt about these lessons: the teacher does the work and the child watches. Below are the four steps of a lesson; the example is a catch game in Scratch.

  1. It opens with last week’s workThe lesson starts by looking at what the children made the week before. Where did each of them leave off, and what didn’t work?

    ExampleThe basket is on the screen, but the apples aren’t falling.

  2. The new idea is shown brieflyThe teacher shows that lesson’s concept on their own screen with a single example. The explanation doesn’t drag on; most of the lesson happens at the child’s keyboard.

    ExampleThe “forever” block: each time, the apple should fall again from the top.

  3. The child builds it on their own screenEveryone works on their own project. The teacher can see the children’s screens and checks in with whoever is stuck; instead of giving the solution, they show where to look.

    ExampleThe score doesn’t go up when the apple touches the basket. Where is the “touching?” condition placed?

  4. Children show their work, and the group looks for the bug togetherAt the end of the lesson, a few children share their screens. Projects that don’t work aren’t hidden away; the group looks at them together.

    Example“Mine counts the point twice.” The group looks for the reason: the condition was written twice inside the loop.

Every module ends with a projectAn animation, a game, a poster, a video, an app. The child answers the question “what did you learn?” by showing it.
Debugging in every lessonThe routine you saw in the four-step example is the same in every course, in Python and in Unity alike.
They explain and give their reasonsThe child explains what they made to the group in their own words and defends why they did each thing the way they did.
Work adds up to a portfolioFinished work doesn’t get lost. By the end of the year, the child has a folder of work they can show.
Price

The price is clear from the start and the same for all courses.

You don’t have to fill out a form or wait for a phone call to find out the price; it’s right here. We don’t offer free trial lessons either: a single introductory lesson isn’t the real lesson, and whether your child enjoys this kind of work usually can’t be judged from one lesson.

Prices include VAT; there is no automatic renewal, and each package is chosen separately. For two-year courses, the second year is charged separately. Withdrawal and refund terms are the same for all our courses; they’re set out in the “Delivery and refunds” and “Distance sales agreement” texts at the bottom of the page.

What research says

Is coding really good for a child’s mind?

Yes, but it’s not a cure-all. One of the most comprehensive reviews on the subject brings together 105 studies. The finding: children who learn programming carry what they learn over to areas beyond programming; the effect is moderate. The gains show up most in creative thinking, in math, and in children becoming aware of how they think. No effect was found on reading and writing.3

Keep your expectations realistic: no child becomes a software developer in a year, and they don’t need to. Our goal is for your child to start asking “where is it breaking?” when something doesn’t work, instead of saying “it’s not working.” That question is as useful for math homework and a broken bike chain as it is for code.

With AI writing code, is there still a point in learning to code? In a 2025 survey of more than 49,000 developers, 84% use or plan to use AI tools, while those who don’t trust the accuracy of the output (46%) outnumber those who do (33%). People who can read and test code are still needed. On the other hand, in the US, employment of software developers aged 22–25 has fallen by about a fifth since its peak at the end of 2022. That’s why we don’t promise a career; our goal is a habit of thinking.45

More on the research

The same review also carries a caveat: when the comparison group isn’t sitting idle but receives some other instruction, the difference shrinks markedly. In other words, coding is good exercise for the mind, but it’s neither the only exercise nor a miracle. In a large randomized trial with children aged 5–8, the children learned to code and their reading and writing didn’t suffer from it; on the computational thinking measure, however, there was no significant difference.36

Employers’ expectations point the same way: according to the World Economic Forum’s 2025 report, employers expect 39% of workers’ core skills to change by 2030. The report names AI and big data, networks and cybersecurity, and technological literacy as the fastest-growing skills, followed by creative thinking, resilience, and curiosity. This is not a measurement; it’s what employers expect.7

Which course will start this habit of thinking in your child? Let’s talk it over based on their age and interests:Which one suits my child? Let’s talkWhich one fits? Let’s talk
Who teaches the lessons

We’ve been teaching children for six years. Today, all our lessons are live online.

Coding and digital creation is İstanbul Algoritma’s main area; its eight courses span ages 5 to 17. Lessons are held in groups of 8–10; a teacher leads each lesson from start to finish, and there are no pre-recorded lessons.

Of all our numbers, the one we care about most is the rate of continuing into the second year: we see the fact that nine out of every ten students continue as a sign that children come to class willingly. Student projects and teacher introductions will appear on this page as permissions are obtained; until then, the most honest evidence we have is the curriculum itself. Each course page describes what is done, module by module.

  • 90%second-year continuation rate
  • 9,000students taught in 6 years
  • 4,800students with us for more than three years
  • 8,200courses completed

The figures cover İstanbul Algoritma as a whole (our own data, September 2026). The legal entity that sells the courses is Lornova L.L.C.

Try this at home this week

Useful even if you don’t enroll.

All three are free. If your child enjoys them, we’ll take it further with a teacher, a group, and a routine; if not, you’ll have found that out without paying anything.

Robot mom, robot dadNo computer needed. Your child gives the commands and you make the sandwich, but carry out every command to the letter. If they say “put the cheese on,” put it on, package and all. In ten minutes, they’ll understand what an algorithm is, and you’ll have a good laugh too. Ages 5 and up.
ScratchJr and ScratchScratchJr is for ages 5–7 and runs on a tablet (scratchjr.org). Scratch, for ages 8 and up, runs in a browser. Pick a character and make it “jump when clicked.” Half an hour is enough.scratch.mit.edu ↗
Code.org: a self-paced courseA free beginner course that progresses like a puzzle. How many levels does your child get through on their own, where do they get bored, where do they get stuck? Telling us this during the call makes it easier to choose the right course.studio.code.org ↗

These are for getting started at home. In class, your child does this same work every week with children their age, in a group of 8–10 led by a teacher. If you’d like to continue: Tried it? Did they like it? Let’s talk

Things you may be wondering

Questions you might ask before deciding

How much does it cost, and is there a trial lesson?

Courses cost 30,000 TL for 16 weeks and 55,000 TL for 32 weeks; all prices include VAT and are the same for every course. There is no free trial lesson. If you buy two or more 32-week packages together (two courses for one child, or the same or different courses for siblings), you get 25% off each of those packages: 82,500 TL instead of 110,000 TL for two packages. Withdrawal and refund terms are set out in the “Delivery and refunds” document at the bottom of the page.

What happens if I request a call?

Our education advisor calls you, asks about your child’s age, interests, and what they’ve done before, and explains the right course and lesson schedule. This is not an enrollment or a purchase. If you’d rather not get a call, just message us on WhatsApp.

Can’t they just learn on their own from YouTube?

They can; some children do. That’s what the “Try this at home this week” section of this page is for. The difficulty usually starts where the video ends: the error on your child’s screen isn’t the error in the video, and there’s no one to ask. This is where enthusiasm most easily stalls, at the first snag. Lessons add three things: a teacher who looks at their mistakes, a routine that repeats at the same time every week, and a group to show their work to. If your child is making progress on their own, there’s no rush; write to us when they get stuck.

AI is writing code; does my child still need to learn it?

We don’t guarantee a career, and we don’t think anyone can honestly offer that today. But in a 2025 survey of more than 49,000 developers, those who don’t trust the output of AI tools (46%) outnumber those who do (33%). Someone has to read that code, test it, and find its bugs. The goal of the lessons isn’t memorizing syntax; it’s breaking a problem into parts, hunting for errors, and questioning the result. And the person who uses AI well is exactly the person who can do these things.4

Will my child really take part in an online lesson, or just look at the screen?

It’s not the same as a lesson that a crowded class listens to through a screen. The group is 8–10 children. Explanations are short; for most of the lesson, each child works on their own project, and the teacher can see the screens. In this setup, it’s hard to hide at the back. Nine out of every ten students continue into the second year (our own data). Still, it may not suit every child; that’s why it’s important to talk with our education advisor before the course starts.

More screen time?

Yes, this is screen time too. The American Academy of Pediatrics doesn’t recommend a fixed limit in hours for school-age children; it says to look at the quality of the screen time and what it replaces. Our suggestion: instead of adding lesson time on top of game and video time, carve it out of that time. One day a week, a lesson spent creating, with a teacher and a group. Same screen, different work.8

There’s an IT class at school; isn’t that enough?

The compulsory Information Technologies and Software class is taught only in grades 5 and 6, two class periods a week. There’s none in elementary school; middle schools also have electives (Robotic Coding, Artificial Intelligence Applications), but they may not be offered at every school. School introduces the subject; here, your child works every week, in a group of 8–10, until they finish their own project.2

My child only plays games; they’re not interested in coding.

For most children, games are already the way in: 74% of children aged 6–15 in Türkiye play digital games. The MIT team that designed Scratch calls this “wide walls”: kids who love games make games, kids who draw design characters, kids who tell stories shoot videos. Don’t look for an “interest in coding”; look at what they love to do, and let’s choose the course based on that. No one can know at the start whether the interest will last; the first lessons will give you both an idea.19

Is my child too young? Or are we too late?

Research hasn’t found that the effect varies with age, and there’s no evidence of a critical period of the “you’ve missed that age” kind either. At ages 5–7, the goal is sequencing, not code; a teen who starts at 14 learns Python from the very beginning. All courses except Advanced Python start with no prior knowledge required.3

They’re weak at math; can they do it?

No math is needed to start. In research, the relationship appears to run the other way: gains have been measured in the math-related skills of children who learn programming. Concepts like coordinates, variables, and probability look different to a child when they serve a purpose inside a game. But we’re not saying “their math grade will go up”; no one can promise that.3

Will my daughter like it?

In this field, there’s no difference in ability between girls and boys. In international assessments, girls are ahead of boys in computer and information literacy in most countries. The gap opens up in interest, and early: the belief that “girls aren’t interested in computers” shows up even among 6-year-olds, and girls who believe it lose interest. The game, design, video, and code paths are all open to every child; let your child decide which one to take.1011

If they’re not going to be a software developer, what good will it do them?

Not every child will become a software developer, and they don’t have to. What stays with them is a way of working: breaking a big task into small steps, finding the part that doesn’t work, finishing the job and explaining it to someone. Doctors, architects, and shopkeepers all do this. Also, someone who knows how technology works is fooled less easily than someone who only uses it.

Isn’t it a waste of time in an exam year?

We don’t promise any help with exams; these lessons are not prep for Türkiye’s LGS (high school) or YKS (university) entrance exams. Lessons are one day a week, 90 minutes. If the calendar is already full in an exam year, postponing is a reasonable decision: the summer after the LGS and the first years of high school, before YKS prep intensifies, are usually calmer times. For a teen who wants to try the field before choosing what to study at university, grades 9 and 10 are a calmer time in most families.

What days and times are the lessons?

Lessons are one day a week. The lesson day and time are set after enrollment: our education advisor calls you and, taking into account the days and times your child is available, places your child in a suitable group.

What device is needed?

A computer connected to the internet, with a working camera and microphone; for First Steps in Coding, our course for ages 5–7, a tablet is suitable. The Minecraft Education and Unity courses require Windows or a Mac; of the two, Unity needs the more powerful computer. Most of the software used is free; the Minecraft Education license is included in the course fee and is valid for the length of the course. We’ll explain the setup steps during the call. For ages 5–7, it helps to have an adult nearby in the first lessons.

How will I know it’s working?

In two places: your child’s screen and the questions they ask at home. Every module ends with a piece of work they can show you: a game, an animation, a poster, a video, a program. The real sign, though, is what you’ll hear at home: “How did they make this?”, “Wait, let me find where it breaks,” “Look, I made this.” Hearing one of these in the first months of the course is a good sign; if you’re not hearing them, please tell us, and we’ll look at the reason together.

Which course? Let’s look together.

A child who asks “How do you make a game?” is ready to learn the answer. Tell us their age and what they do most on screen, and our education advisor will suggest the right course and lesson schedule.

Request a callAsk on WhatsAppThis is not an enrollment or a purchase.

Sources

List of 11 sources
  1. TurkStat (2024), Survey on Information and Communication Technology Usage by Children ↩ Back to text
  2. Ministry of National Education (MEB), Board of Education (2025), Weekly Course Schedule for Primary Education Institutions, Decision No. 4 ↩ Back to text
  3. Scherer, Siddiq & Sánchez Viveros (2019), The cognitive benefits of learning computer programming: A meta-analysis of transfer effects, Journal of Educational Psychology 111(5) ↩ Back to text
  4. Stack Overflow (2025), Developer Survey: AI ↩ Back to text
  5. Brynjolfsson, Chandar & Chen (2025 version; updated August 2026), Canaries in the Coal Mine? Six Facts about the Recent Employment Effects of Artificial Intelligence, Stanford Digital Economy Lab ↩ Back to text
  6. Bers et al. (2023), Coding as Another Language: an impact study of the ScratchJr curriculum (DevTech, Boston College) ↩ Back to text
  7. World Economic Forum (2025), The Future of Jobs Report 2025 ↩ Back to text
  8. American Academy of Pediatrics (2025), Screen Time Guidelines, Center of Excellence on Social Media and Youth Mental Health ↩ Back to text
  9. Resnick et al. (2009), Scratch: Programming for All, Communications of the ACM 52(11) ↩ Back to text
  10. IEA (2024), International Computer and Information Literacy Study 2023 ↩ Back to text
  11. Master, Meltzoff & Cheryan (2021), Gender stereotypes about interests start early and cause gender disparities in computer science and engineering, PNAS 118(48) ↩ Back to text