Simple Python Projects for Kids

Breadcrumb Abstract Shape
Breadcrumb Abstract Shape
Breadcrumb Abstract Shape
Breadcrumb Abstract Shape
Breadcrumb Abstract Shape
Breadcrumb Abstract Shape

Python is a great language for kids to start learning programming. It’s simple, readable, and can be used to create fun and interactive projects.

In this blog, we’ll explore three exciting beginner projects that are perfect for kids learning Python.

1. Guess the Number Game

Game Description:

This is a number guessing game where the computer randomly picks a number between 1 and 10. The player must guess the correct number by typing their guesses into the console.

After each guess, the game tells the player whether their guess is too low, too high, or correct. The game continues until the correct number is guessed.

Objective of the Game:

The goal is to guess the secret number selected by the computer as quickly as possible. There is no time limit, but the game encourages logical guessing based on the hints provided after each attempt.

 
Guessing Game
Game Logic (Step-by-Step):
import random # Importing the random module
  • This line imports Python’s random module, which allows us to generate random numbers.
# Step 1: Let the computer pick a random number between 1 and 10
secret_number = random.randint(1, 10)
  • The program uses random.randint(1, 10) to choose a random integer between 1 and 10 (inclusive).

  • This number is stored in the variable secret_number.

  • The player’s goal is to guess this number.

print("Welcome to the Guessing Game!")
print("I'm thinking of a number between 1 and 10.")
  • These lines display a welcome message and explain what the game is about.
# Step 2: Start with an empty guess
guess = 0
  • Initializes the guess variable to 0.

  • This ensures the while loop below starts running (since 0 is not equal to secret_number).

# Step 3: Keep asking the player until they guess it right
while guess != secret_number:
guess = int(input("Enter your guess: "))
  • This is a loop that keeps running as long as the player hasn’t guessed the correct number.

  • Inside the loop, it asks the player to enter a number.

  • The input is converted to an integer and stored in guess.

 if guess < secret_number:
print("Too low! Try again.")
elif guess > secret_number:
print("Too high! Try again.")
else:
print("🎉 Correct! You guessed the number!")

These are conditional statements:

  • If the guess is less than the secret number, it prints "Too low!".

  • If the guess is greater than the secret number, it prints "Too high!".

  • If the guess is equal to the secret number, it prints a congratulatory message and ends the loop.

2. Simple Calculator

Application Description:

This is a simple calculator that performs basic arithmetic operations—addition, subtraction, multiplication, and division—on two numbers entered by the user.

The user is prompted to enter two numbers, and by clicking one of the operation buttons, the result of the selected operation is displayed below.

Calculator app for kids
Objective of the Application:

The goal of this application is to help users perform basic mathematical calculations quickly and easily. The user enters two numbers and selects an operation. The answer is then displayed on the screen.

Creating the User Interface:

All the widgets are arranged vertically, one below the other, using the pack() geometry manager. The operation buttons are placed inside a Frame and arranged using the grid() layout for a clean 2×2 button layout.

  • Create a title label with larger font to display “Calculator”.
title_label = Label(root, text="Calculator", font=('Arial', 18))
title_label.pack(pady=10)
  • Create two labels and entry widgets to take input for the two numbers.
label1 = Label(root, text="Enter First Number:")
label1.pack()

entry1 = Entry(root, font=('Arial', 14))
entry1.pack(pady=5)

label2 = Label(root, text="Enter Second Number:")
label2.pack()

entry2 = Entry(root, font=('Arial', 14))
entry2.pack(pady=5)
  • Display the result using a label.
result_label = Label(root, text="Result: ", font=('Arial', 16))
result_label.pack(pady=15)
  • Create a frame for buttons and use grid() to place the four buttons inside it.
button_frame = Frame(root)
button_frame.pack(pady=20)

Each button:

  • Has a fixed width and height.

  • Uses font=('Arial', 12) for consistency.

  • Calls the appropriate function when clicked.

# Add button
add_button = Button(button_frame, text="Add", width=10, height=2, font=('Arial', 12), command=add)
add_button.grid(row=0, column=0, padx=5, pady=5)

# Subtract button
subtract_button = Button(button_frame, text="Subtract", width=10, height=2, font=('Arial', 12), command=subtract)
subtract_button.grid(row=0, column=1, padx=5, pady=5)

# Multiply button
multiply_button = Button(button_frame, text="Multiply", width=10, height=2, font=('Arial', 12), command=multiply)
multiply_button.grid(row=1, column=0, padx=5, pady=5)

# Divide button
divide_button = Button(button_frame, text="Divide", width=10, height=2, font=('Arial', 12), command=divide)
divide_button.grid(row=1, column=1, padx=5, pady=5)

Code Explanation:

Importing the GUI Module:

from tkinter import *
  • The application uses Tkinter, Python’s standard GUI library.

Creating the Main Window:

root = Tk()
root.title("Simple Calculator")
root.geometry("300x400")
  • Creates a main window titled “Simple Calculator”.

  • The geometry defines the size of the window (300px wide and 400px tall).

Defining Functions for Operations:

Each function retrieves the values from the entry boxes, converts them to floats for calculation, performs the operation, and displays the result (converted to integer for cleaner display).

# Function to add numbers

def add():

    num1 = float(entry1.get())

    num2 = float(entry2.get())

    result = int(num1 + num2)

    result_label.config(text=”Result: ” + str(result))

# Function to subtract numbers

def subtract():

    num1 = float(entry1.get())

    num2 = float(entry2.get())

    result = int(num1 – num2)

    result_label.config(text=”Result: ” + str(result))

# Function to multiply numbers

def multiply():

    num1 = float(entry1.get())

    num2 = float(entry2.get())

    result = int(num1 * num2)

    result_label.config(text=”Result: ” + str(result))

# Function to divide numbers

def divide():

    num1 = float(entry1.get())

    num2 = float(entry2.get())

    result = int(num1 / num2)

    result_label.config(text=”Result: ” + str(result))

All results are displayed in the result_label.

3. Color Mind Game

Game Description:

A color name appears on the screen in a large font. The text and the color of the text may not match.
The player has to type the color in which the text is displayed, not the word shown.

For example:
If the label displays the word “Green” but it is written in red, the player should type red.

Colors Game App
Objective of the Game:

You get 60 seconds to type as many correct colors as possible.
Each correct answer increases your score by 1.

  • Creating the User Interface:

Widgets are placed vertically using the pack() geometry manager.

  1. Create four labels:

    • label_instruction: Shows the game instruction.

    • label_score: Displays the current score.

    • label_time: Displays the countdown timer.

    • label_colour: Displays the colour word in large font.

  2. Use .pack() to place each widget one below the other.

  3. Use font=('Arial', size) to set font styles and sizes.

  4. Add vertical padding (pady) for spacing around the colour label.

  5. Add an Entry box (entry) where the user types their answers.

  6. Set focus to the entry box when the game starts.

entry.focus()
Global Variables:

Create and initialize the following:

score = 0 # Player's score
time_left = 60 # Total time for the game
colours = [ ... ] # List of colours
colour_chosen = "" # The current text colour to match
Countdown Timer Function:

This function starts the 60-second timer and updates the label_time every second.

def countdown():
global time_left
time_left -= 1
label_time.config(text="Time: " + str(time_left))

if time_left > 0:
label_time.after(1000, countdown)
  • The countdown is triggered 1 second after the game starts:
label_time.after(1000, countdown)
Colour Change Function:

Each time a new round starts (or the player presses Enter), we:

  • Shuffle the list of colours.

  • Pick one colour for the text and another for the text colour.

  • Store the text colour in colour_chosen for validation.

def change_colour():
global colour_chosen
random.shuffle(colours)
label_colour.config(text=colours[0]) # Displayed word
colour_chosen = colours[1] # Text colour to guess
label_colour.config(fg=colour_chosen) # Apply font colour
Input Check Function:

When the player presses Enter:

  • If the typed word matches the font colour, increment the score.

  • Clear the entry box and show a new word regardless of whether the answer was correct.

def check(event):
global score
if time_left > 0:
if entry.get().lower() == colour_chosen:
score += 1
label_score.config(text="Score: " + str(score))
entry.delete(0, END)
change_colour()
  • Bind this function to the Enter key using:
× We're here to help!