KSEV / FUN / 01
Scratch Coding for Kids
Stories, games and animations in Scratch.
Open the syllabusAustralia · Ages 7 and 8 · Live online
Seven and eight is often the age when coding clicks. Children of this age read well enough to follow block labels, control a mouse with real precision and, most importantly, have opinions about what they want to make: a story where their dog is the hero, a game where the floor is lava, a quiz for their little brother. That combination of skill and ambition makes this a wonderful age to start properly. This page explains what a seven or eight year old can realistically build, works through the single idea that most changes how they code (the loop), shows how it lines up with Years 2 to 4 of the Australian Curriculum, and describes our live online lessons for this age group.
Live teaching since 2020 · 10,000+ students · stories and games your child designs
In short
Coding classes for 7 and 8 year olds usually teach Scratch, a free visual language where children snap blocks together to make animated stories, simple games and quizzes. The key idea at this age is the loop: telling the computer to repeat steps instead of copying them out. It matches the Australian Curriculum, where children in Years 3 and 4 learn to "follow and describe algorithms involving sequencing, comparison operators (branching) and iteration".
Start here
All three are built around projects a seven or eight year old can finish and show off.

KSEV / 01
The core course at this age: stories, games and animations, from complete beginner upwards.
Open the syllabus →
KSEV / 02
For children who already spend weekends in Minecraft and want to change how it works.
Open the syllabus →
KSEV / 03
For puzzle-lovers who like finding the rule behind a pattern before they code it.
Open the syllabus →This stage
The jump from six to eight is large. Most seven year olds still need a teacher close by; most eight year olds start to plan their own projects and fix their own mistakes.
| Typical seven year old | Typical eight year old | |
|---|---|---|
| Reading | Reads block labels and short instructions | Reads and writes short messages for characters |
| Planning | Builds step by step with guidance | Sketches an idea first, then builds it |
| Debugging | Notices something is wrong | Finds which block is wrong and fixes it |
| Projects | An animated story with two characters | A simple game with a score and a way to win |
| New ideas | Sequence, events and the first loop | Loops, simple decisions and a first variable |
A story with characters who talk in turn teaches sequence and timing beautifully, and children of this age care about stories. If the dragon speaks before the knight finishes, the child sees the bug instantly because the story is wrong.
Stories also make room for every kind of child: the one who loves drawing, the one who loves jokes and the one who loves dragons.
Games add the idea of rules: what happens when the player touches the coin, what happens when time runs out. Rules mean decisions, and decisions are the next big idea after loops.
By eight, many children are designing games for their friends and family to play, and that audience motivates them like nothing else.
Most seven and eight year olds in Australia are in Year 2 or Year 3, though starting ages differ a little by state. If your child has never coded at all, our page for 5 and 6 year olds has an unplugged game that makes a good warm-up.
A worked example
This is the lesson that most changes how a seven or eight year old codes. The task: make a Scratch cat walk around the outline of a shape and finish where it started.
To walk around a square, the cat needs to move forward and turn a quarter turn, four times. Without a loop, that is eight blocks: move 100 steps, turn 90 degrees, move 100 steps, turn 90 degrees, and so on. With Scratch's repeat block, it is three: one repeat 4 with the move and the turn inside it. Children then try other shapes, and a pattern appears that we ask them to explain. We call this exercise loop compression: measuring how much shorter the repeat makes a program.
| Shape | Sides | Turn each time | Blocks without a loop | Blocks with repeat | Blocks saved |
|---|---|---|---|---|---|
| Triangle | 3 | 120 degrees | 6 | 3 | 3 |
| Square | 4 | 90 degrees | 8 | 3 | 5 |
| Pentagon | 5 | 72 degrees | 10 | 3 | 7 |
| Hexagon | 6 | 60 degrees | 12 | 3 | 9 |
| Decagon | 10 | 36 degrees | 20 | 3 | 17 |
Without a loop, the number of blocks is always twice the number of sides. With a loop, it is always three, however many sides the shape has. So the loop saves more and more as shapes get bigger: two times the sides, take away three.
The turn is always a full turn, 360 degrees, shared equally between the sides. Eight year olds who discover this for themselves are using division without being told to.
Fewer blocks means fewer places for a mistake to hide. If a child wants to change the size of the decagon, they change one number inside the loop instead of ten numbers outside it.
That is the real reason programmers love loops, and seven and eight year olds can feel it with their own hands: changing one block is quicker than changing ten.
Before running, the child guesses: will the cat end up back where it started? Then they run it and see.
What happens if the turn is 80 instead of 90? The square does not close, and the child sees why the angle matters.
Children choose their own number of sides and work out the turn. Some try a star and are delighted when it works.
The Australian Curriculum
Seven and eight year olds sit at the meeting point of two bands of the Australian Curriculum v9: the end of Years 1 and 2, and the start of Years 3 and 4.
| Band or point | The curriculum's wording |
|---|---|
| Years 1 and 2 (AC9TDI2P02) | repeating steps, for example "practise spelling a word 5 times or throw and catch a ball with a partner 10 times" |
| By the end of Year 2 | students "follow and describe basic algorithms involving a sequence of steps and branching" |
| Years 3 and 4 (AC9TDI4P02) | "follow and describe algorithms involving sequencing, comparison operators (branching) and iteration" |
| By the end of Year 4 | students "follow and describe simple algorithms involving branching and iteration and implement them as visual programs" |
Where we say "loop" or "repeat", ACARA says iteration. The Years 1 and 2 example of a ball thrown and caught ten times is exactly a loop: one action, a fixed number of times.
By Years 3 and 4, children are expected to build iteration into visual programs, which is what the shape-walking lesson does.
The same Years 3 and 4 band (AC9TDI4P08) expects children to "access their school account using a memorised password and explain why it should be easy to remember, but hard for others to guess".
We reinforce that habit in lessons: children never share passwords with classmates, and parents set up any accounts.
ACARA wording verified on 7 October 2026 in its F-6 Digital Technologies file (a Word download). Block names are from the Scratch Foundation's scratch-blocks repository.
Projects
Each project is small enough to finish in a few lessons and teaches one new idea properly.
| Project | What the child makes | The idea it teaches |
|---|---|---|
| Talking pets | Two animals have a conversation, taking turns | Sequence and timing |
| Shape walker | A cat walks the outline of any shape | Loops and angles |
| Dance party | Characters repeat dance moves to music | Loops inside loops |
| Catch the apple | Apples fall and the player catches them | Movement and touching |
| Animal quiz | Questions with right and wrong answers | Decisions and a score |
The teacher sets the idea to learn; the child chooses the characters and story. That keeps the project theirs.
Finished Scratch projects can be played on any computer at home, which is a lovely moment for grandparents.
Children who want more can try our list of Scratch project ideas, sorted by difficulty.
Coding and maths
Parents are often surprised how much primary maths turns up in a Scratch lesson, practised for a reason rather than for a worksheet.
Angles, multiplication and division appear the moment a child walks a shape. Moving a character 10 steps at a time across the screen is skip counting with a purpose.
Scores in games are addition, timers count down, and "how many lives are left?" is subtraction children actually care about.
Loops are patterns made precise. Decisions ("if the cat touches the apple, add one to the score") are logic that children reason about aloud.
For children who love the maths side, our course on Maths Through Coding takes this further from age ten.
Stages
With weekly lessons, most children of this age reach the third stage in two to three terms.
| Stage | What your child can do |
|---|---|
| 1. Sequences | Makes characters move and talk in the right order when the green flag is clicked |
| 2. Loops | Uses repeat instead of copying blocks, and explains how many blocks it saved |
| 3. Decisions | Makes a game react: if the player touches something, something happens |
| 4. Own design | Plans a small game on paper, builds it and fixes it with little help |
Frustration usually means the project is one step too big. Teachers split it into smaller wins, and every lesson ends with something that works.
Seven and eight year olds also learn a great deal from watching a teacher make a mistake and fix it calmly, so we do that on purpose.
Many families choose a weekend lesson at this age, when children are fresh. Lessons can pause over school holidays, and billing is monthly.
The day and time are agreed in the free first class.
The catalogue
Grouped by what your child is most excited to make.
KSEV / FUN / 01
Stories, games and animations in Scratch.
Open the syllabusKSEV / FUN / 02
Scratch first, then apps and simple games across a school year.
Open the syllabusKSEV / FUN / 03
Coding inside Minecraft worlds.
Open the syllabusKSEV / THINK / 01
Patterns, logic and algorithms.
Open the syllabusKSEV / THINK / 02
Fast, confident calculation.
Open the syllabusKSEV / THINK / 03
Typing, documents and slides with confidence.
Open the syllabusKSEV / NEXT / 01
Bigger games in Scratch, Roblox and Minecraft.
Open the syllabusKSEV / NEXT / 02
Real phone apps built with blocks.
Open the syllabusKSEV / NEXT / 03
Scratch and kid-safe AI tools, ages 8 to 12.
Open the syllabusHow lessons run
We teach from India, and every Australian state is some hours ahead of us. An after-school or weekend lesson in Australia therefore lands during our normal working day, which keeps teachers fresh and lesson times flexible.
Weekday, after school
Works well once children have had a snack and a break.
Saturday morning
A favourite for this age group.
Sunday
For families with Saturday sport.
Your child makes a small animation with a teacher, and you see how they respond.
Fifteen to twenty children of similar age who enjoy showing each other their projects.
For a child who wants to race ahead or needs a quieter start.
The child builds every project. Teachers ask questions instead of taking over.
Lessons are live, and a parent is always welcome to watch.
Scratch runs in a web browser at no cost.
Student work
Built by older students who, at seven or eight, were making talking pets and falling apples. More in our student labs.

AI and ML
An AI nutrition coach that reads what you eat and works you toward a target.

AI and ML
A chatbot that answers mathematics and programming questions, built and deployed by a student.

AI and ML
An assistant that helps a young person recognise unsafe situations online.

Web app
A weather forecasting site with live conditions for any location.
Fees
Australian families pay in US dollars, one fixed amount a month. Joining is free and there is no contract for a term or a year.
Free first class
USD 0
no card required
Group batch
USD 100
a month, billed in US dollars
One to one
USD 150
a month, billed in US dollars
What families say
In the words parents and students used on our Google profile, unchanged.
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"One of the most wonderful education centres out there. Education is not limited to school syllabus but focuses on skill development."
Vansh Agarwal
Student
★★★★★
"My child Dhairya is really enjoying the Modern Age Coders classes. This is his first online class and he eagerly looks forward to it. I can already see his improvement, and the teachers are very cooperative."
Sonam Oswal
Parent of Dhairya
★★★★★
"Modern Age Coders have wonderful teachers who teach in a clear, easy and practical way. The teacher boosts students' confidence and inspires them to learn without hesitation."
Sonu Goyal
Parent
★★★★★
"I highly recommend this computer coding class! The teachers are incredibly knowledgeable and passionate about coding."
Ritu Kedia
Parent
Questions from parents
A block language such as Scratch, used to make animated stories and very simple games. Seven year olds learn sequence and their first loops, ideally with a teacher close by.
Eight year olds can usually plan and build small Scratch games with loops, simple decisions and a score, and start fixing their own mistakes. Some begin Minecraft or Roblox coding too.
A loop tells the computer to repeat some steps instead of writing them out again. In Scratch it is the repeat block; walking a square takes three blocks with a loop instead of eight without one.
Usually not. If your child reads simple words and can use a mouse, they are ready for a block language with a teacher. The free first class shows whether they are.
Most 8 year olds do better with Scratch first, because typing and punctuation slow them down. Python usually suits children from about nine or ten.
It gives maths a purpose: angles to walk a shape, multiplication to move across the screen, addition for a score. It practises maths rather than replacing maths lessons.
By the end of Year 2, children follow and describe basic algorithms with steps and branching. In Years 3 and 4, they add iteration (loops) and build simple visual programs.
Once a week suits most seven and eight year olds and leaves room to play with projects in between.
A laptop or desktop with a mouse and a modern web browser. Scratch is free and nothing needs to be installed.
The trial lesson costs nothing and no card is taken. There is a monthly fee for a group place and another for private lessons, both shown under Fees, and nothing to pay to join.
Elsewhere on this site
More for Australian families of young coders.
Every guide we have written for Australian families.
Unplugged games and first Scratch.
The next stage, towards variables and coordinates.
Our general guide for eight year olds.
Why Scratch comes first.
Where Scratch games can lead.
Start here
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To see a lesson from the inside, read how we teach; for older and younger children too, browse the full course list.
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