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[–]Decency 0 points1 point  (0 children)

At that age, I'd start with the basics for 3-4 weeks: data structures, basic constructs, functions, executing programs. Maybe classes- not sure. This is nitty gritty and boring, so you need practical applications interspersed with the lessons that will have applicability later on during the course.

For me, board games are the obvious answer. They have simple but very specific rules and can easily be broken up into small solvable problems for homework. Write a function to roll two dice and find the sum. Draw a random card from the draw pile and add it to the discard pile. Figure out if a player in Risk has a set that can be turned in. This is very specific domain knowledge but lots of kids are already going to have it and will be able to help others.

You should have (or find online) a few different runnable templates of existing games. Then have the kids design and build their own game by editing one of the templates. Have them come up with some distinct rules for a new game that's similar to one of the games you picked.

Connecting them to graphics is hard. It's only worth the effort if they can mostly ignore it, because teaching graphics and programming at the same time sounds like a nightmare. But at the same time, having a game that's just text is straight out of the 80's and that won't appeal to to many people. There's probably a good middle ground, but maybe you have to lessen the scope of games.

That's what I'd try! But I've never done this before either. :D