For beginners, we recommend the "Game programming for beginners" for beginners on grades 2 to 4 and "Robot programming for beginners" for beginners on grades 3 to 6. You can also participate in both of the clubs.
After the beginner clubs, a good next step is "Children's advanced programming club" where you can participate for multiple seasons, or as long as you mainly program with graphic programming tools like Scratch. In the advanced club participants can diversify their skillset and deepen their understanding and computational thinking skills; starting from tutorial projects to fully self planned and implemented projects.
For beginners on grades 7 to 9 we recommend "Python programming for beginners" . After that you can move to "Text programmign clubs" where the learning is more participant oriented.
Those who have started programming on grades 2 to 6 can after "Children's advanced programming club" move directly to "Text programming club" when the child wants to fully switch to text based programming, since they are already familiar with programming and its logic.
In autumn 2026, clubs will be organized both at the University of Helsinki's Kumpula Campus (Exactum, Pietari Kalmin katu 5) and online.
The clubs will start in week 36 and end in week 49. Additionally, there will be breaks during the autumn holiday (week 42) and the university's exam week (week 43). All clubs will have 12 meeting sessions.
In the autumn of 2026, all clubs offer a free trial on the first meeting of the club. You can register to the free tiral using a separate form. The free trial is the first meeting of the club. If the club gets full, a free trial will not ensure a spot in the club.
Game programming for beginners is designed for those who are just starting their programming hobby or have previously been briefly introduced to programming. In the club, participants will learn programming by creating games using a graphical programming language by following instructions and examples. Additionally, the club will occasionally cover other concepts related to programming and computer science through games, activities, and discussions. Games will be created using the visual programming tool Scratch. No prior programming experience is required, but participants must be literate and be able to use a mouse and a keyboard.
Participants in the club are typically in grades 2 to 4.
The club uses the university's equipment, so personal computers are not needed. However, participants are welcome to bring their own laptops if they wish.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
The children's advanced programming club is suitable for slightly more experienced elementary school-aged coders. The club progresses in a relaxed manner, working with tutorials, other learning materials and children's own projects. The instructors guide participants to suitable materials, and the most advanced club members can also work on their own projects. Individual support is available from the instructors when needed, and there are also common themes that will be addressed in the club.
Games will primarily be created using the visual programming tool Scratch, and participants should already have a basic understanding of Scratch. The club provides an opportunity to deepen interests that may have started earlier in a programming camp or club.
Participants in the club are typically in grades 3 to 6.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
In the robot programming club for beginners, participants get to program a moving robot! The club teaches programming from the very basics through hands-on activities. In addition to programming itself, participants will also learn other important programming skills such as problem-solving and teamwork.
The club primarily uses Micro:Bit and Lego EV3 robots. The university's equipment will be used, so personal computers or robots are not needed.
Participants in the club are typically in grades 3 to 6.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
In the club, participants progress in a flexible manner, working with tutorials, other learning materials and personal projects. Instructors guide beginners to appropriate materials, while more advanced club members can pursue their own projects. Individual support is available from the instructors when needed, and there are also common topics about computer science generally that are discussed in the club. Programming will primarily be done using Python programming language, but our instructors can possibly help with other languages, like Java and Lua, to the best of their ability.
Participants in the club are typically lower or upper secondary school pupils.
The club uses the university's equipment, so personal computers are not needed. However, participants are welcome to bring their own laptops if they wish. It is especially beneficial for participants to install the necessary software on their own machines so they can continue programming at home.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
We do not currently organize the Python programming club for beginners. We do organize Python workshops, which you can explore and register for
The Python programming club for beginners is aimed at those who are just starting their programming hobby or have previously been introduced to programming briefly. In the club, participants will learn Python programming by coding small programs, and at the end of the club, they will create a game using Python. Additionally, the club will cover other concepts related to programming and computer science through activities and discussions.
You can explore the materials used in the club
Participants in the club are typically in grades 7 to 9.
The club uses the university's equipment, so personal computers are not needed. However, participants are welcome to bring their own laptops if they wish. It is especially beneficial to install the necessary software on their own machines so they can continue programming also at home.
Game programming for beginners is designed for those who are just starting their programming hobby or have previously been briefly introduced to programming. In the club, participants will learn programming by creating games using a graphical programming language by following instructions and examples. Additionally, the club will occasionally cover other concepts related to programming and computer science through games, activities, and discussions. Games will be created using the visual programming tool Scratch. No prior programming experience is required, but participants must be literate and be able to use a mouse and a keyboard.
Participants in the club are typically in grades 2 to 4.
The club uses the university's equipment, so personal computers are not needed. However, participants are welcome to bring their own laptops if they wish.
To participate in the club, a functioning computer with a microphone and speakers/headphones, as well as an internet connection, is required. A webcam is also a good addition, but it is not mandatory.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
The children's advanced programming club is suitable for slightly more experienced elementary school-aged coders. The club progresses in a relaxed manner, working with tutorials, other learning materials and children's own projects. The instructors guide participants to suitable materials, and the most advanced club members can also work on their own projects. Individual support is available from the instructors when needed, and there are also common themes that will be addressed in the club.
Games will primarily be created using the visual programming tool Scratch, and participants should already have a basic understanding of Scratch. The club provides an opportunity to deepen interests that may have started earlier in a programming camp or club.
Participants in the club are typically in grades 3 to 6.
To participate in the club, a functioning computer with a microphone and speakers/headphones, as well as an internet connection, is required. A webcam is also a good addition, but it is not mandatory.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
In the club, participants progress in a flexible manner, working with tutorials, other learning materials and personal projects. Instructors guide beginners to appropriate materials, while more advanced club members can pursue their own projects. Individual support is available from the instructors when needed, and there are also common topics about computer science generally that are discussed in the club. Programming will primarily be done using Python programming language, but our instructors can possibly help with other languages, like Java and Lua, to the best of their ability.
Participants in the club are typically lower or upper secondary school pupils.
The club uses the university's equipment, so personal computers are not needed. However, participants are welcome to bring their own laptops if they wish. It is especially beneficial for participants to install the necessary software on their own machines so they can continue programming at home.
To participate remotely, a functioning computer with a microphone and speakers/headphones, as well as an internet connection, is required. A webcam is also a good addition, but it is not mandatory.
The club will be held if there are 7 or more participants. We will notify you one week before the start of the club if the number of participants has not been met.
The club fee is paid during the registration process. By paying the fee you accept the terms and conditions of the cancellation policy (down below). Fees are payable with a credit card, mobile payments (MobilePay, Siirto), or through an online bank transfer (Finnish banks). Payments are made through the Verifone Finland Oy, BlueCommerce website.
Contact us at
We organize a club if it has at least 7 participants. We will inform all registered participants a week before the club starts if there are too few participants, so that we have to cancel the club. In case of cancellation, the full price will be refunded.
You can cancel your registration until a week before the start of the club. We will refund the payment with 20€ office fee deducted. For a major reason, like a serious illness, the payment might be refunded also later, if there is more than half of the club left. In this case, we will refund the payment, deducting the office fee, and fee for the already organized meetings.
To cancel your registration email us at
In the case that we have to cancel a club meeting, for example if the instructors are sick or there is a public transportation strike, we will inform the guardian on the registration form. We will try to offer compensation, like self learning materials or an additional meeting.