CTNS / MAK / 01
Game Development for Teens
Unity, C# and shipped games.
Open the syllabusAustralia · Ages 13 to 18 · Projects, tests, real code
By thirteen, many Australian students have outgrown block coding and want to write the real thing: games with proper logic, websites that do something, programs that solve problems they care about. Our live online coding classes for teens aged 13 to 18 teach text languages through projects, and they treat testing as part of programming rather than an afterthought. That matches what the Australian Curriculum asks of Years 9 and 10, and it is the habit senior computing subjects reward. This page sets out what those years expect, works through a small bug in a classic grid game with a simulation of 200,000 boards, maps the language paths that suit different starting points, and explains the tools and rules we follow with under-18s.
Live teaching since 2020 · 10,000+ students · teenagers write, test and explain their own code
In short
Coding classes for teens teach 13 to 18 year olds to program in text languages such as Python, JavaScript and Java by building projects, testing them and fixing what breaks. The Australian Curriculum asks Years 9 and 10 students to validate programs against a range of test cases, including boundary cases. Modern Age Coders runs live online coding classes for Australian teenagers, in small groups or one to one, starting with a free first class.
Start here
Python for most beginners, JavaScript for those drawn to the web and games in the browser, Java for teens ready for strict types. Each card leads to the full syllabus.

CTNS / 01
Beginner to advanced: logic, data, files and projects, with tests from the first month.
Open the syllabus →
CTNS / 02
Interactive websites and browser games, built and debugged in the browser.
Open the syllabus →
CTNS / 03
Classes, objects and collections for teens ready for a strongly typed language.
Open the syllabus →Years 9 and 10
Digital Technologies in Years 9 and 10 expects more than writing code that runs once. It expects code that has been tested, changed and explained.
| Code | What ACARA writes | What it looks like in a lesson |
|---|---|---|
| Band description | Students apply computational thinking by "defining and decomposing real-world problems, creating user experiences, designing and modifying algorithms" | Projects start with a problem statement, not a tutorial |
| AC9TDI10P06 | "validate algorithms and programs by comparing their output against a range of test cases" | Every project has a test list written before the code |
| AC9TDI10P06 | "determining boundary test cases and testing that they are handled correctly by a program" | Edges, corners and empty inputs tested on purpose |
| AC9TDI10P05 | "fixing a bug in an algorithm to detect if 2 shapes intersect when the shapes just touch" | Collision and overlap bugs in games |
| AC9TDI10P09 | "using the codebase of an existing adventure game and building new characters, levels or abilities" | Reading and extending code someone else wrote |
| AC9TDI10P12 | Sharing code with "a collaborative version control tool such as GitHub" | Commits, branches and reviews in team projects |
One elaboration describes "identifying that a loop has finished one iteration too early". Off-by-one errors like that are the most common bug teenagers write, and the most satisfying to catch with a test.
Students who test from the start progress faster, because they spend less time staring at code that "should work".
Senior computing subjects in each state build directly on these habits. Our guide to Year 11 computing subjects compares them, and NSW students can read about HSC Software Engineering.
Teens interested in competitions can start with the Australian Informatics Olympiad page.
Source: ACARA, Australian Curriculum Version 9.0, Digital Technologies curriculum content, Years 7 to 10, read 13 October 2026.
A worked example
In the classic mine-finding grid game, the first click should always be safe. Teenagers love building this game, and the first-click rule hides a lesson about fairness that only a simulation reveals.
On a 9 by 9 board with 10 hidden mines, a random layout puts a mine under the first click 10 times in 81, about 12.35%. Our students' first fix is usually: if the first click lands on a mine, move that mine to the first empty square, scanning from the top-left. It works; nobody loses on click one. But is the board still fair? We simulated 200,000 boards for three fixes, with the first click in the centre, and counted how often each square held a mine.
| Method | Top-left corner | Every other square | First click hits a mine |
|---|---|---|---|
| No fix (random layout) | about 12.35% everywhere | about 12.35% | 12.41% of boards |
| Move the mine to the first empty square | 23.32% | 12.17% to 13.69% | Never |
| Move the mine to a random empty square | 12.48% | 12.33% to 12.64% | Never |
| Throw the board away and deal again | 12.49% | 12.34% to 12.71% | Never |
The first-empty-square fix nearly doubles the chance of a mine in the top-left corner, to 23.32% against the fair 12.5%. A player who learns that trick wins more often than the game intends, and the code passes every "does it crash?" test.
Moving the mine to a random empty square, or dealing a whole new board, both give every square close to 12.5%. The differences left are the normal wobble of random sampling.
Dealing again sounds wasteful, but it needed only 1.143 attempts on average (theory says 1.141). It is the shortest code, obviously fair and fast enough. The clever fix was the one with the bug.
The same game is full of edges. A corner square has 3 neighbours, an edge square 5 and an inside square 8. Most first versions of the neighbour count crash or miscount on the edges.
Students write a test for each of the three cases before writing the counting code, exactly the boundary testing the curriculum describes.
Two-dimensional lists, loops, random sampling, recursion for opening empty areas, and the idea that "it works" and "it is fair" are different tests.
It also teaches a habit worth more than any of those: when a result matters, measure it rather than trust it.
The simulation is ours, written in Python with a fixed seed, and short enough to rebuild in a lesson. Running it again with another seed moves the percentages by a few hundredths, not the conclusion.
Language paths
It depends on where they start and what they want to make. There is no wrong first text language; there are better and worse fits.
| Starting point | First language | Then | Typical projects |
|---|---|---|---|
| Some Scratch, no text coding | Python | JavaScript or Java | Text adventures, quizzes, simple games |
| Wants to make websites | HTML, CSS and JavaScript | React | Personal sites, browser games |
| Enjoys maths and puzzles | Python | C++ | Competition problems, simulations |
| Wants to make big games | C# or JavaScript | A game engine | Platformers, top-down games |
| Already writes some Python | Java or C++ | Data structures | Larger programs with classes |
Teens drawn to artificial intelligence have their own page on AI classes for teens, and game makers will find more on the game programming course. Our Java classes page explains when Java is worth choosing.
Tools and rules
Everything a teenager needs for coding is free. The rules about which online services they may use come from the services themselves.
A code editor, the language itself and, from around the second term, a version control tool. All are free and run on ordinary Windows, Mac or Linux computers.
We help families set everything up in the first lessons, with no accounts needed for the core tools.
Some online services set minimum ages above 13. Anthropic's consumer terms, for example, set 18, so students under 18 do not use that service in our lessons. Where an account is needed for any service, its own age rule decides, and parents are involved.
Our AI tool age guide lists the published rules for many tools.
| We do | We do not |
|---|---|
| Teach the concepts behind school programming tasks | Write, rewrite or debug assessed work |
| Set our own projects and practice problems | Complete school projects or major works |
| Teach students to explain and test their own code | Help hide AI or outside help where it is not allowed |
Who joins
Teen groups are formed by stage, not just by age.
Thirteen or fourteen, finished with blocks, ready to type. Starts with Python and a small game in the first month.
Has made a few things and wants bigger projects: websites, multiplayer games, tools for friends. Learns structure, testing and Git.
Fifteen to eighteen, possibly taking a computing subject, wanting depth: data structures, algorithms and larger codebases.
Progress
With weekly lessons, most teenagers reach the third level within three terms.
| Level | What you can do |
|---|---|
| 1. Writer | Write short programs with variables, loops and decisions |
| 2. Tester | Write tests first, including boundary cases, and make them pass |
| 3. Builder | Finish a project of several files, kept in version control |
| 4. Reader | Understand, extend and improve code someone else wrote |
Usually at level one or two, moving quickly. The free class includes a short task that shows us where.
Teens who find it easy are moved up; nobody repeats what they already know.
Yes. Breaking problems down, testing ideas and explaining reasoning carry into science, maths and almost any later study.
And many teenagers simply enjoy making things that work.
The catalogue
Nine teen courses in three bands. The free class points each student to a band.
CTNS / MAK / 01
Unity, C# and shipped games.
Open the syllabusCTNS / MAK / 02
React and Node.js.
Open the syllabusCTNS / MAK / 03
React Native apps.
Open the syllabusCTNS / THK / 01
Logic and data structures.
Open the syllabusCTNS / THK / 02
STL, algorithms and games.
Open the syllabusCTNS / THK / 03
Contest-style problems.
Open the syllabusCTNS / DEV / 01
Version control from zero.
Open the syllabusCTNS / DEV / 02
APIs and databases.
Open the syllabusCTNS / DEV / 03
SQL for real apps.
Open the syllabusHow lessons run
The teaching team is in India, and its working hours cover Australian after-school time and early evenings. We book in the family's own state time, so daylight saving changes are handled for you.
After school
Weekday lessons around homework.
Early evening
For senior students, by arrangement.
Weekend
Longer project and testing sessions.
A short coding task that shows the right starting level.
Five to ten teens, reviewing each other's code.
For a project, a competition or a faster pace.
Each project starts with the cases it must pass.
No service is used below its stated minimum age.
No assessed work, ever.
Student work
Some of the games, sites and tools our students published. Browse the student labs for the full set.

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
Families in Australia pay a monthly fee in US dollars. There is no sign-up charge, and classes can stop when any month ends.
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
Reviews from families and students on our Google profile, reproduced word for word.
★★★★★
"The one step solution for my son. Modern Age Coders make learning coding so simple that kids love it. The teachers explain complex concepts clearly with practical exercises and interactive content."
Ria Mukherjee
Parent
★★★★★
"Modern Age Coders has been a game-changer for me. I struggled to grasp IT concepts and coding before joining, but their classes transformed everything. I can now confidently write complex programs with ease."
Samriddha Mondal
Student
★★★★★
"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
Teens and parents ask
They are lessons for 13 to 18 year olds in text programming languages such as Python, JavaScript and Java, taught through projects that students build, test and explain themselves.
Digital Technologies asks students to design and modify algorithms, implement them, and validate programs against a range of test cases, including boundary cases. Version 9.0 also mentions working with an existing game codebase and version control.
Python suits most beginners. Teens focused on websites can start with HTML, CSS and JavaScript, and those already comfortable with Python often move to Java or C++.
No. These are general coding classes. Teens interested in AI have a separate page and courses, and any AI service used follows its own minimum age.
We teach the skills behind them with our own projects. We never write, rewrite or debug assessed work.
No. Any reasonably recent Windows, Mac or Linux computer with a keyboard runs everything used in these classes.
Groups are formed by stage and age band, so younger teens usually learn alongside students close to their own age.
The first class is free with no card required. Monthly fees for groups and one-to-one lessons appear in the fees section.
Also on this site
Other pages for teenagers and their families.
Every Australian guide in one place.
Using, checking and building AI.
For the first year of high school.
Senior options by state.
For competitive teenagers.
Engines, physics and game logic.
Start here
Send a phone number and a time that works. The free lesson includes a short coding task, and we finish by recommending a course and level.
Parents often look at how we run lessons and the course list before booking.
WhatsApp us · +91 91233 66161 · connect@modernagecoders.com
Our team is based in India, so calls and messages show a +91 number, and we have no Australian office. Families usually find WhatsApp from an Australian mobile the quickest way to reach us.
A priority demo is a full class of about 45 to 60 minutes. After the class the mentor sends a written skill report and a personal learning roadmap on WhatsApp. If you enrol, the demo fee is adjusted against your first month's fee. Share your demo Order ID with us on WhatsApp and we take it off.
Book a priority demo