Lesson 1

Variables & Data

Give information a name so your program can remember it and change it later.

Lesson 2

Operators & Comparisons

Use values to calculate answers and compare one value with another.

Lesson 3

Input, Output & Comments

Talk to the user: ask for information, show results, and leave notes for humans reading the code.

Lesson 4

Program Structure & Sequence

Put instructions in an order the computer can follow from start to finish.

Lesson 5

Conditions & Branching

Let a program make a decision by choosing different instructions for different situations.

Lesson 6

Loops & Repetition

Repeat instructions without copying the same code over and over.

Lesson 7

Functions & Reuse

Give a reusable set of instructions a name, call it when needed, and optionally get a result back.

Lesson 8

Objects & Blueprints

Describe a kind of thing once, then create individual objects that carry their own data and behavior.

Lesson 9

Lists & Collections

Store many values in one ordered group, reach any value by its position, and visit every item with a loop.

Lesson 10

Strings & Text

Build a longer message out of smaller pieces of text, and measure how much text you have.

Lesson 11

Errors & Exception Handling

Wrap risky instructions so your program can handle a problem gracefully instead of crashing.

Lesson 12

Recursion

Have an action call itself on a smaller version of the same problem until a base case stops it.

Lesson 13

Inheritance & Encapsulation

Reuse a blueprint in a more specific one, and hide data so only the blueprint itself can change it.