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IT-Expert · Ages 14-17

Find their path in IT

Teenagers explore different areas of technology, from programming and data science to software testing and 3D design. Through practical projects, they discover what interests them most and build a portfolio of their work.

A class of teenage students working at computer monitors in a bright Impact Academies classroom, with a teacher standing at the back
Lesson length
2 hours
Schedule
1 / week
Duration
9 months · 3 modules
Group size
Max 8-10 children

Why IT-Expert is a good fit for ages 14-17

Practical skills for the real world

Students learn to plan, build, test and improve their own projects using tools and programming languages found in the IT industry.

A portfolio of finished projects

Each module leads to something they can show, such as a game, application, database or 3D design. Together, these projects show their skills and progress.

Start from the basics

No previous coding experience is needed. Teachers explain each topic clearly and support students as they learn to work more independently.

Curiosity comes first

Advanced maths is not required. An interest in technology and a willingness to solve problems are enough to begin. Logical thinking develops along the way.

Study programme

Year 1

Modules 1-3 · Python, JavaScript, 3D
Module 1. Programming games and chatbots in Python

Python is a tool for creating programs of every purpose: computer games, blockchain, microblogs. Students gain practical skills in writing software code, develop algorithmic and systemic thinking, learn the fundamental concepts and rules of programming, solve arithmetic and logical problems, and create their own console games with a graphical interface. They learn the basic principles of the language: syntax, testing, object-oriented programming, Big Data and prototyping.

After the module, students will be able to

  • Install Python on any computer and work with it
  • Understand OOP principles and optimised algorithms
  • Create a Telegram chatbot
  • Create console games
  • Understand how to optimise programs
  • Work with the file system using Python

Soft skills: become financially literate.

Module 2. Programming with JavaScript

JavaScript is one of the most influential programming languages of our time. We encounter it every day, sometimes without knowing it - the internet is what it is because of this language. It allows you to create dynamic, interactive user interfaces and is used in small projects and large applications alike. Students gain practical skills in writing software code and develop algorithmic and systemic thinking.

After the module, students will be able to

  • Understand JavaScript theory
  • Learn the basics of the language’s syntax
  • Build up logical thinking and creative potential
  • Create their own web applications

Soft skills: the basics of communication, constructive communication, and how to resolve conflict situations.

Module 3. 3D modelling with Blender

The module is taught in Blender, which is used on large-scale projects - the special effects for the film «Spider-Man 2» were created in it. Mastering the program is the first step towards understanding the world of three-dimensional technologies.

After the module, students will be able to

  • Work in the graphics editor
  • Understand the principles of creating 3D graphics objects
  • Create animations
  • Acquire useful technical and engineering skills
  • Develop their own 3D objects and virtual worlds
  • Write a film script and bring it to life by animating objects

Soft skills: set goals, achieve them, and manage time effectively.

Year 2

Modules 4-6 · Java, testing, data
Module 4. Developing applications in Java

Java is a strictly typed, object-oriented, general purpose programming language, and the standard for security and convenience. A great many banks use it in their software and many sites use it to write their backend. Its great advantage is that it is multi-platform: code written in Java runs on any device with a JVM. The module additionally covers Oracle’s Java program, and each student has the opportunity to receive the official «Oracle Java Learning Explorer» icon.

After the module, students will be able to

  • Know how to work in an IDE, and the language syntax
  • Improve logical thinking and creativity
  • Write clean, readable code
  • Use the OOP framework
  • Hold a strong knowledge base in Java Core
  • Write their own language structures - classes, methods and others
  • Receive the official «Oracle Java Learning Explorer» icon

Soft skills: speak in public, and present themselves and their projects.

Module 5. Software testing

The student receives the basic knowledge and the skills needed to start a career as a tester (QA engineer). A good QA is highly valued on the market, because the quality of a product and its demand depend on exactly that knowledge and skill.

Hard skills

  • Manual and automatic testing
  • Quality control of software at every stage - planning, design, creation
  • How to improve software and prevent defects from occurring
  • Testing individual components and the entire product

Soft skills: analytical and logical thinking, concentration, the ability to think ahead and prevent undesirable situations, and creative potential.

Module 6. Data Science

Data Science is one of the areas of informatics that has flourished most in the last decade, and the basis of many of the conveniences the internet offers today. It is closely related to artificial intelligence, automated learning, big data, predictions and deep learning - the area where Google, Facebook, Amazon, Apple, IBM and Microsoft invest heavily. In this module students take the position of a real scientist-analyst who has a problem to solve, and work through the steps a data scientist takes, from obtaining the data and describing the problem to solving it.

After the module, students will learn

  • Different methods of structuring data
  • Different data types, with their advantages and disadvantages
  • How a data set can be investigated, and what criteria to take into account
  • Simple prediction algorithms - decision tree, Random Forest, SVM, KNN
  • Statistical concepts for interpreting results
  • Simple clustering algorithms - K-Means, DBScan - and their trade-offs
  • Ways of displaying results, and simple chart types

Soft skills: work with information, manage attention, and understand your own task within collective work.

Year 3

Modules 7-9 · C#, databases, game development
Module 7. Programming in C#

In this module students come to understand the C# programming language and create a desktop application using modern technologies and frameworks. If you want to design websites, build apps or create games, you will have no trouble finding work that requires C#.

After the module, students will be able to

  • Understand the principles of C#
  • Use Visual Studio
  • Create programs in .exe format
  • Develop games in C#
  • Use C# and ASP.NET MVC to create fast, efficient applications

Soft skills: emotional intelligence - what robots do not have but we do, the ability to understand and control our emotions.

Module 8. Database development

The student learns SQL (Structured Query Language) and uses it to build functional databases to a client’s request: a bank, an online shop, a news resource, a social network.

Hard skills

  • Create a database on demand, in which data is convenient to store, search, update and delete
  • Database maintenance and upgrade skills

Soft skills: build a work plan from a request, analyse customer needs, empathy, allocate a task against its deadline, plan time, and communicate.

Module 9. Game development in Java - GreenFoot

The GreenFoot module puts the theoretical knowledge of Java to work in developing simple, interactive games. Throughout the module every theoretical concept is applied in practice while creating games, and every detail is visualised on the game stage.

After the module, students will be able to

  • Apply their theoretical knowledge of programming in Java
  • Create games on the GreenFoot platform
  • Develop game design skills
  • Animate and create their own game characters for their projects
  • Understand the importance of testing and debugging, and how to identify and correct errors in their projects

What an IT profession means, and why it matters

IT professionals create websites, applications and software used by millions of people every day.

8 out of 10

companies attract customers through their websites.

98%

of brands use design in advertising, social media and applications.

1 out of 3

companies hire developers to maintain and improve their websites.

9 out of 10

IT companies work with QA testers to ensure their products are released without errors.

Career support

Pass job interviews with confidence

You will understand what questions to expect and how to answer them: managing interview stress, tricky questions and salary negotiation.

Help finding a job

We will provide a list of companies looking for web developers. Students can choose where and with whom they would like to work.

Portfolio creation

You will build a portfolio that demonstrates your skills and convinces employers you are ready for the job.

A professional CV

You will receive guidance from an HR specialist with 15 years of experience, helping you create a CV that stands out to future employers.

Student projects

Work made by IT-Expert students on this course: front-end and back-end builds, commercial websites, app design and illustration - each one finished and added to a portfolio.

A dark portfolio site built by Sam, scrolling from an aurora-lit hero that reads ‘Hello! I’m a freelance front-end developer and web designer’ down to its ‘Who I am’ profile section

Sam, 15Front-End project

Yara’s vector illustration of a white rocket lifting off in a trail of smoke, over a purple shape scattered with yellow stars

Yara, 17Illustration in Adobe Illustrator

Lucas’s code open in an IDE beside a phone emulator running the app it builds, showing its ‘About Me’ and ‘Tech Stack’ screens

Lucas, 17Back-End project

Noor’s pet shop website scrolling through category panels for birds and fish, each listing its own products under a ‘Shop All’ button

Noor, 16Website development in Tilda

Emma’s dark portfolio homepage: a blue-tinted portrait beside monospaced text reading ‘Hi there! I’m a front-end developer’

Emma, 16Front-End project

Sophie’s Koala brand identity: the koala-holding-a-spoon logo beside a printed paper shopping bag carrying the same mark

Sophie, 14Brandbook creation in Adobe Illustrator

Schedule

  • On requestTime on request

Ask us about the current group · No lessons during school holidays

See modules and lesson dates →

Good to know

Group size max 8-10 students
What to bring Nothing - all materials are provided
Lessons in Dutch and English

Course fee

Choose the package that works best for your family. The more lessons you book, the lower the price per lesson.

Choose your package

How to pay

By signing up you accept our Terms and Conditions.

A module is 12 weekly lessons over three months. 4 lessons cost 165 EUR (495 EUR for 12 lessons). Paying a whole module in one go lowers the price per lesson.

FAQ

The questions parents ask us most often.

See all questions

Choosing a course

What ages are the courses for?

Impact Academies Ghent offers technology courses for children and teenagers aged 4-17. The programme is divided into age-appropriate levels, from LEGO® Little Engineers for the youngest children to IT-Expert for teenagers.

Which course is right for my child?

We recommend a course based on your child’s age, experience and interests. Whether they enjoy games, robotics, design, artificial intelligence or programming, we will help you find the most suitable group.

Does my child need previous coding experience?

No. Beginners are welcome. Children with previous experience can join a more advanced group after we assess their current knowledge and interests.

What will my child learn?

Depending on their age and course, students explore coding, robotics, game development, artificial intelligence, web development, graphic design, 3D modelling and digital literacy. They also develop communication, teamwork, creativity and presentation skills.

How lessons work

How are the lessons taught?

Our lessons are practical and project-based. Children learn by creating their own games, animations, websites, applications, robots and digital projects, not simply by listening to theory.

In which language are the classes taught?

Classes are taught in both Dutch and English. English is especially important in technology, so children naturally develop their language skills while learning IT. At the same time, every child can ask questions and receive support in whichever language feels most comfortable.

How often do lessons take place?

Classes take place once a week, and each lesson lasts two hours. The exact day and time depend on the group you choose. There are no lessons during the Flemish school holidays.

How large are the groups?

Our groups are small: a maximum of 8 or 10 children, depending on the group, so every child gets support and personal attention.

Does my child need to bring a laptop?

All equipment needed for the chosen course is included in the price, including laptops, tablets, robots and LEGO®.

Will my child spend the entire lesson in front of a screen?

We are very aware of children’s screen time, and this is exactly why we created these courses: to help children learn how to build with technology, not just consume it. Lessons combine focused computer work with teamwork, creative exercises, presentations, energising activities and other screen-free moments.

Joining and support

Can my child try a lesson before signing up?

Yes, you can book a trial lesson so your child can meet the teacher and future classmates, explore what we do, and see how they can create their own project using technology.

Can my child join after a course has already started?

Yes, joining after a course has started is possible. Contact us so we can evaluate the options and find the most suitable group for your child.

How can parents follow their child’s progress?

Parents and children have access to their own online account. Children can view study materials and homework and track their projects, while parents can follow their child’s progress.

What happens if my child misses a lesson?

Please let us know as early as possible. We will reschedule the lesson, or we add the missed lesson to your package. For example, if your child misses one of the 12 lessons of a module, you get one extra lesson in the next module.

What if my child needs additional learning support?

Please contact us before registration and tell us about any learning, health or accessibility needs that may affect participation. We will discuss what support may reasonably be provided and whether the selected group is suitable.

Still not sure which course is the best fit?

Leave your details and we will get back to you by phone, WhatsApp or email to answer your questions and help you choose. We can also book a trial lesson for your child.

IT-Expert, ages 14-17