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Cambridge University Press - Coding Club Python Next Steps Level 2 (Python Next Steps Level 2)

Books at this level are intended for young coders that have enjoyed level 1 books and want to continue their coding adventure at a slightly higher level.

Python Next Steps continues the Python journey. Readers learn more about this fantastic programming language while building several useful, short applications including their own calculator. Several spare buttons will be built so that young coders can attach their own functions making this a truly programmable calculator!

Chapter 1

Ch.1 - Data types:
In this Chapter you are going to:

   >>> Learn about data types.
   >>> Learn about tuples, lists and dictionaries.
   >>> Make a version of MyMagic8Ball that is much shorter to code than the one from Python Basics.


Chapter 2

Ch.2 - Building GUIs:
In this Chapter you are going to:

   >>> Practise using tuples and dictionaries.
   >>> Review using tkinter and learn about some more widgets.
   >>> Build a GUI.
   >>> Build a glossary application that can easily be customised into a number of other simple cool apps too.

Chapter 3

Ch.3 - Designing a Simple Calculator:
In this Chapter you are going to:

   >>> Learn about 'for loops'.
   >>> Use lists and loops to save a lot of repetitive coding.
   >>> Learn more about the tkinter button widget.
   >>> Design your own calculator application called MyCalculator.
   >>> Build a complex GUI easily.

Chapter 4

Ch.4 - A Fully Working Calculator:
In this Chapter you are going to:

   >>> Learn how to use default values in functions creatively.
   >>> Learn about debugging.
   >>> Learn about catching and handling errors.
   >>> Delve deeper into binary numbers.
   >>> Produce a fully working calculator.

Chapter 5

Ch.5 - Customising the Calculator:
In this Chapter you are going to:

   >>> Layout a customisable calculator.
   >>> Create some fully functioning constant buttons.
   >>> Start a module to hold the functions for our programmable buttons.
   >>> Learn a little more about how to organise code in applications.

Bonus Chapter

Bonus Chapter - Algorithms:
In this Chapter you are going to:

   >>> Add code to the programmable buttons.
   >>> Learn about algorithms.
   >>> Learn about factorials.
   >>> Learn how to convert numbers to roman numerals.
   >>> Make a fully programmable calculator with some unique functions including its own customisable game.

R219.90  Inc VAT
Cambridge University Press - Coding Club Python Building Big Apps Level 3 (Python Big Apps Level 3)

Answers and full source code are on the resources page.

Books at level 3 are intended for young coders that are starting to want to build more involved applications. The first book at this level is Python: Building Big Apps. It introduces Object Oriented Programming (OOP) so that readers become familiar with classes and objects which are extensively used in game programming.

The book does not set out to teach perfect OOP but instead simply aims to introduce some of the concepts and to recommend that building classes allows students to organise their code in big projects in a logical and manageable way.

While learning more theory, readers will build a number of small projects ending with a big project - MyPong. The final chapter will show how building MyPong carefully allows us to quickly and easily build a BreakOut style game, an Invaders game and many more.

Chapter 1

Ch.1 - Can you guess my password?
In this Chapter you are going to revise:

   >>> variables
   >>> if, elif and else
   >>> functions
   >>> while loops
   >>> modules.

Chapter 2

Ch.2 - Objects, classes and factories
In this Chapter you are going to:

   >>> learn how to design classes
   >>> learn how to make objects from classes
   >>> start to build your own module
   >>> learn how to build larger programs one bit at a time.


The MyPong Project:

Chapter 3

Ch.3 - Creating the Table
In this Chapter you are going to:

   >>> design a table class
   >>> learn a bit more about the tkinter module
   >>> build a simple graphical app.

Chapter 4

Ch.4 - Making the Ball
In this Chapter you are going to:

   >>> design a ball class
   >>> learn how to add the ball to the table
   >>> learn how to animate shapes in tkinter.

Chapter 5

Ch.5 - Building the Bats
In this Chapter you are going to:

   >>> design a bat class
   >>> learn how to add the bats to the table
   >>> learn how objects communicate with each other.

Chapter 6

Ch.6 - The Rules and Scoring
In this Chapter you are going to:

   >>> stop the ball bouncing off the left and right walls
   >>> add a scoring system to your game
   >>> finish MyPong.

Two new Games:Bonus Chapter

Bonus Chapter - Two more games
In this Chapter you are going to:

   >>> see how useful lists are for storing objects in games
   >>> see how to add many bricks at once using a loop
   >>> see how flexible your ball, bat and table classes are
   >>> produce two new games that can be further customised.

R219.90  Inc VAT
Cambridge University Press - Coding Club Python Programming Art Supplement 1 (Python Prog Art Suppl 1)

Answers and full source code are found in the resources page.

Python: Programming Art provides more material at level 1 for those readers who are enjoying their coding at this level but are not quite ready to move on to the next level.

In this book you learn how to use Python's popular turtle module to draw some fantastic art really quickly and in the second half of the book build an awesome art app that is not a paint program or a drawing app but something quite unique and different.

More importantly, by the end of the book, you should be able to write your own short programs and be able to fully customise your art apps into a new app that is truly your own.

Chapter 1

Ch.1 - Introducing turtle
In this Chapter you will learn how to:

   >>> import the turtle module
   >>> make your turtle move around in all directions
   >>> change what the turtle looks like.


Chapter 2

Ch.2 - Shapes, colour and repetition
In this Chapter you will learn how to:

   >>> draw circles, squares and polygons
   >>> change the colour of your lines
   >>> fill your shapes with colour
   >>> make Python do more with less code.

Chapter 3

Ch.3 - Getting creative
In this Chapter you will learn how to:

   >>> change the colour of the turtle, the background and the pen
   >>> fill shapes with colour
   >>> change the speed of the turtle
   >>> organise your code so that it is easy to experiment with.

Building an art app:

Chapter 4

Ch.4 - From small beginnings
In this Chapter you will learn how to:

   >>> add background images to tkinter projects
   >>> write some more functions
   >>> call functions with key presses on your keyboard.

Chapter 5

Ch.5 - Red lines are not enough
In this Chapter you will learn how to:

   >>> change the line colour
   >>> change the line thickness
   >>> attach functions to buttons instead of key presses
   >>> adjust the size of buttons.

Chapter 6

Ch.6 - Stamping and painting
In this Chapter you will learn how to:

   >>> organise buttons into frames
   >>> make a function to add an image to your canvas
   >>> attach functions to mouse movements.

R149.90  Inc VAT
Cambridge University Press - Black Flag: A Coding Club Mission (book black flag)

Welcome to Black Flag: A Coding Club Mission

In Marshall Trent’s Reunited Kingdom every citizen of New Edgehill has a neurochip implanted within them that links directly to the Neuralnet.

The Neuralnet sees and records every thought, movement and microscopic detail of every life in New Edgehill. Absolute control!

Cal Jones believes he is no different from everyone else. That is until he saves the life of Sasha and learns that everything that he thought was true is in fact a lie. He discovers an underground group, the Anarchists, living outside of the Neuralnet and harbouring a secret which will change his life forever.

Read the Book

Matt Langley has written a fantastic, imaginative and exciting novel for the Coding Club series. You can even read the first Chapter now:

More info at
Join Danni as you train as an Anarchist

This is a Coding Club mission. This means that you can get far more involved in this book than any other you have read before – should you wish to. To register for free, all you need to do is enter an activation code and fill in a short form. Unfortunately we cannot just leave activation codes in plain view. You will have to visit the Black Flag website and think like a true hacker – ignore the visuals and dig into the code!

I will guide you throughout your training as an Anarchist agent. You will solve many of the assignments that Cal, Sasha and I face in our struggle. Do not worry if you are still a novice programmer, there is lots of guidance and hints along the way.

All the preparation that is necessary is that you have worked through Coding Club: Python Basics. Alternatively you should be fine if you have learnt a little Python 3 some other way. You simply need to have a grasp of how to write variables and functions, perform simple maths operations and manipulate strings. You should also know how to save and load files in IDLE.

It is not going to be easy, but trying to save the World never is!

R190.00  Inc VAT
Cambridge University Press - Python: Interactive Adventures supplement 2 (book Python Interactive Adventures)

This is the Python: Interactive Adventures home page. Answers and full source code are found in the resources page.

Python: Interactive Adventures is the latest book to be added to the series and provides more material at level 2 for programmers at this level. It is written as an alternative and extension to Python: Next Steps. The material introduced at this level is very powerful and enables young programmers to produce a whole variety of exciting Apps but many students will want to consolidate by studying both level 2 books before moving on. While both books introduce tuples, lists and dictionaries Next Steps also delves into building and designing sophisticated GUIs. Interactive Adventures, on the other hand, explores how to go about breaking longer programs into manageable tasks which are easier to approach or share among a group of friends.

In the first part of this book you write a card trick script, create a small e-book reader and an app to help you encrypt and and decode messages. The big project involves building an interactive story based app that you can then customise with your own images, story and puzzles. The bonus app provides a short interactive mystery story, with a heap of special effects you can explore and add to your own apps.

Chapter 1

Ch.1 - Data types
In this Chapter you will:

   >>> learn about data types
   >>> learn about tuples, lists and dictionaries
   >>> make a 'magic' card trick app


Chapter 2

Ch.2 - The Caesar machine
In this Chapter you will learn how to:

   >>> do modulus addition
   >>> manipulate strings
   >>> use for loops
   >>> develop a simple algorithm
   >>> turn an algorithm into Python code.

Chapter 3

Ch.3 - A simple ebook reader
In this Chapter you are going to:

   >>> learn more about loops
   >>> learn more about tkinter widgets
   >>> learn how to import text files into your applications
   >>> build a simple GUI to control your ebook reader.

Chapter 4

Ch.4 - An old-school adventure
In this Chapter you are going to:

   >>> make your own infinite loop
   >>> learn more about dictionaries, lists and tuples
   >>> create a simple map for an adventure story
   >>> learn how to make a simple text-based menu.

Chapter 5

Ch.5 - Writing a story
In this Chapter you are going to:

   >>> learn even more about dictionaries, lists and tuples
   >>> consider how to program an interactive adventure
   >>> add a story to your game
   >>> create a map for an adventure story.

Chapter 6

Ch.6 - An adventure game console
In this Chapter you are going to:

   >>> build a GUI for your game
   >>> learn more about arranging tkinter widgets in frames.

Chapter 7

Ch 7 - A mysterious mystery
In this Chapter you are going to:

   >>> add the story to the GUI
   >>> think about how to divide up tasks.

R149.90  Inc VAT
Get Started with MicroPython on Raspberry Pi Pico (book micropython pico)
What is MicroPython?

MicroPython is a full implementation of the Python 3 programming language that runs directly on embedded hardware like Raspberry Pi Pico. You get an interactive prompt (the REPL) to execute commands immediately via USB Serial, and a built-in filesystem. The Pico port of MicroPython includes modules for accessing low-level chip-specific hardware.

What is Raspberry Pi Pico?
Raspberry Pi Pico, a microcontroller board built on silicon designed here at Raspberry Pi.

Your official guide

Microcontrollers, like RP2040 at the heart of Raspberry PiPico, are computers stripped back to their bare essentials. You don’t use monitors or keyboards, but program them to take their input from, and send their output to the input/output pins. Using these programmable connections, you can light lights, make noises, send text to screens, and much more. In Get Started with MicroPython on Raspberry Pi Pico, you will learn how to use the beginner-friendly language MicroPython to write programs and connect up hardware to make your Raspberry Pi Pico interact with the world around it. Using these skills, you can create your own electro‑mechanical projects, whether for fun or to make your life easier.

Contents of the Raspberry Pi Pico book:

Chapter 1: Get to know your Raspberry Pi Pico
Get fully acquainted with your powerful new microcontroller and learn how to attach pin headers and install MicroPython to program it

Chapter 2: Programming with MicroPython
Connect a computer and start writing programs for your Raspberry Pi Pico using the MicroPython language

Chapter 3: Physical computing
Learn about your Raspberry Pi Pico’s pins and the electronic components you can connect and control

Chapter 4: Physical computing with Raspberry Pi Pico
Start connecting basic electronic components to your Raspberry Pi Pico and writing programs to control and sense them

Chapter 5: Traffic light controller
Create your own mini pedestrian crossing system using multiple LEDs and a push-button

Chapter 6: Reaction game
Build a simple reaction timing game using an LED and push-buttons, for one or two players

Chapter 7: Burglar alarm
Use a motion sensor to detect intruders and sound the alarm with a flashing light and siren

Chapter 8: Temperature gauge
Use your Raspberry Pi Pico’s built-in ADC to convert analogue inputs, and read its internal temperature sensor

Chapter 9: Data logger
Turn Raspberry Pi Pico into a temperature data-logging device and untether it from the computer to make it fully portable

Chapter 10: Digital communication protocols: I2C and SPI
Explore these two popular communication protocols and use them to display data on an LCD


R184.90  Inc VAT
Raspberry Pi Pico MicroPython Programming Learning Kit(excluding book) (pico begin kit parts)

Basic entry-level kit prepared for Pico. All the parts you need to complete the tutorials in the MicroPython beginners book (not included)

Tested and selected by professional engineer, with rich tutorials and resources
fast getting started with Raspberry Pi Pico and MicroPython programming

What's in the kit

Raspberry Pi Pico with pre-soldered header

A Low-Cost, High-Performance Microcontroller Board With Flexible Digital Interfaces

more details...

  • RP2040 microcontroller chip designed by Raspberry Pi in the United Kingdom
  • Dual-core Arm Cortex M0 processor, flexible clock running up to 133 MHz
  • 264KB of SRAM, and 2MB of on-board Flash memory
  • Castellated module allows soldering direct to carrier boards
  • USB 1.1 with device and host support
  • Low-power sleep and dormant modes
  • Drag-and-drop programming using mass storage over USB
  • 26 × multi-function GPIO pins
  • 2 × SPI, 2 × I2C, 2 × UART, 3 x12-bit ADC, 16 × controllable PWM channels
  • Accurate clock and timer on-chip
  • Temperature sensor
  • Accelerated floating-point libraries on-chip
  • 8 × Programmable I/O (PIO) state machines for custom peripheral support

LCD1602 RGB ModuleLCD1602 RGB backlight character LCD, using I2C bus to display text or adjust RGB backlight
PIR motion sensorPyroelectric IR sensor, outputs electric switch signal when IR array from human/animal body is detected
8-Bit WS2812 RGB LED8x RGB LED, play around with cool light effects by programming
AlarmQuality active announciator, used for alarming or playing music
Single-joint potentiometerAdjustable potentiometer, 0~10K range, used for ADC test, volume/brightness adjustment, etc.
Round buttonsThree colors, for button/switch detection
5mm LEDThree colors, for experiments like traffic light, PWM adjusted light, etc.
330R resistorsProviding current-limit protection when connected with LED in series
Breadboard and wires
Jumper wires
Quality 830 breadboard and sorts of wires, easy for connecting components
Plastic boxCustomized box for storing the modules and components

R587.65  Inc VAT
Create Graphical User Interfaces with Python (book python gui)

Add buttons, boxes, pictures and colours and more to your Python programs using the guizero library, which is quick, accessible, and understandable for all.

This 156-page book is suitable for everyone, from beginners to experienced Python programmers who want to explore graphical user interfaces (GUIs).There are ten fun projects for you to create, including a painting program, an emoji match game, and a stop-motion animation creator.

  • Create games and fun Python programs
  • Learn how to create your own graphical user interfaces
  • Use windows, text boxes, buttons, images, and more
  • Learn about event-based programming
  • Explore good (and bad) user interface design

What's in the box?

1 x Create Python GUI book
R199.90  Inc VAT
Cambridge University Press - Coding Club Python Basics Level 1 (Python Basics Level 1)

The programming language Python 3 is used to introduce the principles of programming. In this book you learn how to write simple programs that include My8Ball, a number guessing game and a small graphical application called MyEtchASketch.

More importantly, by the end of the book, you should be able to write your own short programs and be able to fully customise both the look and how the various programs you have made to your own liking.

Chapter 1

Ch.1 - Python, IDLE & Your First Program:
In this Chapter you are going to:

   >>> Meet the programming language you are going to learn about.
   >>> Meet IDLE which will help organise and run your code easily.
   >>> Check that your computer is set up correctly.
   >>> Write and run your first program.


Chapter 2

Ch.2 - Some text, some maths & going loopy:
In this Chapter you will be able to:

   >>> Learn how to do some more with texts.
   >>> Get Python to do some maths for you.
   >>> Learn about how loops work.
   >>> Learn lots of useful operators.

Chapter 3

Ch.3 - Readable code and My8Ball Game:
In this Chapter you will be able to:

   >>> Write and save a Python file using Script Mode.
   >>> Learn how to write clear readable code.
   >>> Run a Python file.
   >>> Learn about how to get user input.
   >>> Learn about if and else clauses.
   >>> Write a short game called MyMagic8Ball.

Here is a movie of this chapter's project:

Chapter 4

Ch.4 - Functions:
In this Chapter you will be able to:

   >>> Learn about functions .
   >>> Write your own functions.
   >>> Create a number guessing game.

Here is a movie of this chapter's project:

Chapter 5

Ch.5 - MyEtchASketch:
In this Chapter you will be able to:

   >>> Learn how to use the tkinter library.
   >>> Make your own Etch A Sketch game.
   >>> Learn how to put an application in its own window.
   >>> Learn how to attach functions to keyboard presses.

Here is a movie of this chapter's project:
Here is a movie of a two player version:

Answers to Challenges

Click below to find the answers to the puzzles and challenges in Python Basics.


R219.90  Inc VAT
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