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We provide a fun way to learn programming and develop problem-solving & critical thinking skills through instructor-led sessions.

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Highlighted Programs

We provide a wide selection ranging from Game, App and Web Development and Digital Literacy courses.  Kids can plan their levels based on their capabilities.

3D Printing

5.0 (2k reviews)

Minecraft

5.0 (2k reviews)

MIT App Inventor

5.0 (2k reviews)

Scratch

5.0 (2k reviews)

Web Development

5.0 (2k reviews)

and more!

We teach our learners to create solutions that impact the world they live in, using coding and STEAM techniques as a foundation.

Crafting inspiration of tomorrow

How our learning methodology works

Hands-On Learning

Eliminating learning obstacles for all ages with our hybrid learning settings to help children create their own digital masterpieces

STEM Focus

Delivering up-to-date and customised curriculum to help children learn by connecting new knowledge with known concepts.

Coding Basics

Incorporating interactive sessions with experienced trainers to build innovative and problem-solving mindset in children

We believe in not just talking to our learners about concepts, but showing them. With small class size, hands-on activities, and experiential learning, learners stay engaged and learn faster!

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Get in Touch with Us

Our encouraging environment is about delivering a truly interactive, intellectual and hands-on environment designed programs with the goal to make learning exciting for young learners.

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iTrainKids @ KL

C-L19-8 KL Trillion 338 Jalan Tun Razak 50400 Kuala Lumpur

9:00AM – 6:00PM (Monday – Saturday)

+6012 798 0622

info@itrainkids.com

iTrainKids @ Bukit Jalil

11-15-1, Jalan Perkasa 15 Asked Explained Bukit Jalil 57000 Kuala Lumpur

9:00AM – 6:00PM (Monday – Saturday)

+60179779186

info@itrainkids.com

iTrainKids @ Mount Austin

21-01, Jalan Austin Heights 3/1 Taman Mount Austin 81100 Johor Bahru, Johor Darul Ta'zim

9:00AM – 6:00PM (Monday – Saturday)

+60137678800

info@itrainkids.com

iTrainKids @ Vietnam

9, Cong Hua, Ward 4, Tan Binh District, HCMC, Viet Nam

9:00AM – 6:00PM (Monday – Saturday)

+84902 617 013

Oanh@itrainkids.com

iTrainKids @ Bhutan

KTM Building, Changangkha, Thimphu Bhutan

9:00AM – 6:00PM (Monday – Saturday)

+975 02 335378

bhutan@itrainkids.com

From coding apps and websites to developing exciting games and creating fun experiments, iTrainKids offers the most creative hands-on ways for children to learn all about science and technology

C-L19-8, KL Trillion, 338 Jalan Tun Razak, 50400 Kuala Lumpur.

Courses

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3D Printing | Course Outline

Beginner
Intermediate
Advanced
  • Introduction to software
  • Modelling and configuration of individual basic shapes
  • Construct model based on provided drawing
  • Combination of multiple shapes
  • Combination of multiple shapes
  • Construct model based on provided drawing
  • Problem Solving Methodology
  • Construct model based on provided drawing
  • Project 1
  • Presentation 1
  • Introduction to 3D printers
  • 3D printer configuration, slicing and calibration 
  • Hands on 3D printing
  • Design consideration for 3D printing
  • Design consideration for 3D printing
  • Hands on 3D printing
  • Problem Solving Methodology
  • Hands on 3D printing
  • Project 2
  • Presentation 2
  • Hands on Project: Design a Floating Garden
  • Hands on Project: Design your own measuring tool
  • Project 3
  • Presentation 3

4.6

“I made a design on the computer, and it was so cool to see how it all came together. I didn’t think I could actually do it, but I did!”

Sofia
Student

4.7

“Seeing my daughter so engaged in learning how to design and print her own 3D models was incredible. It’s hands-on, creative, and futuristic. A great experience overall.”

Mrs. Ong
Parent

Moduls

3

Age

11-13

Student: 1,005

Language: English

Subtitles: English, Indonesia, Malaysian, Vietnamese, Chinese, Combodian, Thai

Duration: 24 Hr 40 Mins

Course Overview

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Learning Outcomes

Capable of understanding and explaining the fundamentals and functions of a 3D printer in the twenty-first century

Minecraft Education | Course Outline

Beginner
Intermediate
Advanced

WEEK 1
BASIC MOVES & THE AGENT: Learn basic navigation in Minecraft: Education Edition using a keyboard, mouse, and the WASD keys.

WEEK 2
SEA TURTLE ASSISTANCE: By the end of Week 2 the students will have learned about the concepts of Pattern Recognition, Algorithms, Sequencing, and Loops.

WEEK 3
POLAR BEAR RESCUE: Develop programs with sequences and simple loops, to express ideas or address a problem.

WEEK 4
PANDA’S PROTECTED HABITAT: Create programs that include sequences, events, loops, and conditionals and compare and refine multiple algorithms for the same task to determine which is the most appropriate

WEEK 5
GRAY WOLVES: Model the way programs store and manipulate data by using numbers or other symbols to represent information.

WEEK 6
REVISITING BIOMES: Develop plans that describe a sequence of events, goals, and expected outcomes, and learn how to debug errors in an algorithm or program that includes sequences and simple loops.

WEEK 7
MINECRAFT SPACE CENTER: Learn how to use Agent Inspect Block and While Loop Block. Gain an overview of the If/Else Conditional Block and how to process input and deliver output.

WEEK 8
MERCURY AND VENUS: Follow coding instructions to solve puzzles without usual visual Minecraft support & reinforce the use of operators, using conditionals and in loops.

WEEK 9
EARTH’S MOON & MARS: Kids learn the importance of understanding that mistakes do happen, and it is important to find where the mistakes are, so the code runs properly. Kids will work on using debugging process effectively.

WEEK 10
GANYMEDE & SATURN’S RINGS: This lesson will focus on Boolean (logic) Operators and using those within Conditionals.

WEEK 11
URANUS’ RINGS AND NEPTUNE: Building upon Debugging in some of our previous lessons, this lesson will focus on evaluating the code and testing it to determine which coding snippet is correct.

WEEK 12
REVISITING PLANETS: Kids can collaboratively work on each of the planets they have worked in. Eachonlanet will have five different activities to test out their coding skills.

INCLUDES THE FIRST 12 WEEKS’ OUTLINE

WEEK 13
THE EXPERIMENT: Throughout 12 weeks, students have learned many coding principles. It was reiterated that there may be more than one solution to an activity. Moving forward from here, kids will learn how to explore that autonomy.

WEEK 14
DINOSAUR RUN: By the end of this week, kids should be comfortable: with using different events, making the right coding choice depending on the circumstances, and combining different events.

WEEK 15
The trainer will provide different tasks to the kids and use the Events, Variables, Loops, and Conditionals they need to discover the best way to complete the task.

WEEK 16
WILD WEST: Continue with Events, Variables, and Nested Loops. Kids will be given guidelines and they need to put all these concepts together to come up with the best way to solve the challenges presented.

WEEK 17:
WE NEED BEETS!: Get the Agent to plant beets for them as well as visit the future. InThiseek, the kids will be introduced to functions and the the kill of commenting thon e code.

WEEK 18
CODING CHALLENGE: Take on varying roles, with teacher guidance, when collaborating with peers during the design, implementation, and review stages of program development.

WEEK 19 & 20:
THE AGENCY: Kids will code their Agent to move in different directions, use their inventory, and build a bridge in Minecraft.

WEEK 21 & 22:
CITY PLANNER: Understand how code can be used to create large-scale actions that would manually take longer.

WEEK 23 & 24:
PARKS AND RECREATION: Use block code as a coding language to change the Minecraft world and add a park fence, water feature, and Plant some flowers with the help of coding

INCLUDES THE FIRST 24 WEEKS’ OUTLINE

WEEK 25 & 26:
CODE ZOO PATHS: Explore how code can be used to facilitate the imagination and code more creatively with increasingly complex code while using the BUILDER blocks.

WEEK 27 & 28:
CODE A WIND FARM: Kids will be able to expand on their fluency in coding to create a wind farm.

WEEK 29:
CODING WITH MINECRAFT INTRO: Provide an overview of Minecraft Education Edition and the MakeCode coding editor and learn about events and event handlers

WEEK 30:
COORDINATES: Learn about the three-coordinate grid represented by (X, Y, Z) coordinates and the difference between relative position and world position.

WEEK 31:
CONDITIONALS: Students explore the concept of conditionals. An important part of programming is used to tell the computer when to perform a certain task.

WEEK 32:
ITERATION & ARRAYS: Explore the concept of iteration, or ways to make things repeat, and learn the concept of arrays, a series of places to store things.

WEEK 33:
AI: Students will explore the concept of artificial intelligence or AI and work on their final project and presentation

WEEK 34:
FUNDAMENTALS OF AI: How to gather and prepare photographic data for a dataset.

WEEK 35:
OCEAN OBSERVATION: Kids will learn the concept of building a live dataset using the sensor.

WEEK 36:
ALL THAT SYNTAX: Students need to help a software development company called CodingMine by finding and fixing all the bugs in the software they create.

4.8

“I would recommend this to anyone who wants to learn coding, and you can do fun things inside there!”

Diana
Student

4.8

“My child absolutely loves the Minecraft coding class! Not only is she having fun, but she's also learning valuable skills like problem-solving and creativity. It's amazing to see her so excited about coding.”

Mrs. Lee
Parent

Moduls

3

Age

6-12

Student: 5,102

Language: English

Subtitles: English, Indonesia, Malaysian, Vietnamese, Chinese, Combodian, Thai

Duration: Once a week, 1.5 hours

Course Overview

Minecraft: Education Edition is a game-based learning platform that develops creativity, collaboration, and problem-solving in an immersive learning environment. 

One of the fascinating things about Minecraft is how it inspires creativity. Once you learn how to create a small dirt house, you realise that you can scale to castles, bridges, great pyramids, or even modern-day imitations of airports or university campuses. Creativity is great for self-fulfilment and satisfaction, as well as creating a social environment for sharing and enjoying others’ work. 

Learning Outcomes

Experiment and explore to build creativity and confidence

MIT App Inventor | Course Outline

Beginner
Intermediate
Advanced

Week 1 :
Learn about App Inventor’s history and how to install and utilize the application.

Week 2 :
Get to Know The “Ewe Scared Her!” Application: Learn to design a user interface

Week 3 :
TalkToMe: Improve your UI Design skills by giving commands to the app to perform specific actions.

Week 4 :
Learn how to plan, layout, and program an application with App Inventor.

Week 5 :
Practice Makes Perfect: Build, decompose, layout, and program an event-driven programming system.

Week 6  :
Work on exciting projects like building a simple calculator using App Inventor

Week 7 & 8 :
Build new Painting App projects to brush up on your knowledge from the past weeks

Week 9 : 
BallBounce: Learn how to develop a simple functional game application

DigitalDoodle: Learn to develop a drawing application

Week 10 :
Spooky Sound FX: Learn to use the layout and canvas components using the screen to create a Graffiti Artist application

Week 11 :
Fling It:
 Learn to fling, touch, and drag motion using user interaction with the touch screen

Week 12 :
Prankster Flattery:
 Learn to know and remember and choose variables, decisions, and procedures for certain actions

INCLUDES THE FIRST 12 WEEKS’ OUTLINE

Week 13 :
Dice Roll & Guess What I am Thinking:
 Implementation of variables, decisions, and procedures

Week 14 :
Project: Lists and loops: Create your list picker

Week 15 :
Project: Graffiti Artist 2

Week 16 :
Project Fruit Loot: Create a simple animated game
with the challenges presented.

Week 17 :
Multiplication Station:
 Making decisions with code (Part 1)

Week 18 : 
Multiplication Station:
 Making decisions with code (Part 2) – Testing the App

Week 19 :
Learn to build a multiplication table generator application

Week 20 :
Beeper & Where Are Ewe Hiding? : Learn to use timers

Week 21 :
Beat the Bus: Tracking locations with maps and sensors

Week 22 & 23 :
Project: Tic Tac Toe – To utilise Loops to create a game

To build, decompose, lay out and program Tic Tac Toe using Loops

Week 24 :
Project: Multiplication Station II – Reusing Code with Procedures

INCLUDES THE FIRST 24 WEEKS OUTLINE

Week 25-28 :
Work on 6 exciting app projects like splat the rat app, ballybally app, cheeky hamster app, creepy spider app, compass app, hungry spider app

Week 29 & 30 : 
Build the tic tac toe game app using loops and test and deploy the app

Week 31 :
Building, decomposing and programming ‘Multiplication Station II’ app

Week 32 & 33 :
Programming ‘Virtual Shades’ app in the block editor

Week 34 & 35 :
Learn how to Create Apps with Multiple Screens and sharing data via TinyDB

Week 36 :
Students will present their final presentation. 

4.3

“I created my own app that lets people rate their favourite snacks. It was so cool to see it working on my phone!”

Rayyan
Student

4.4

“The App Inventor programme has opened my son’s eyes to how apps are built. It’s a great foundation, and we’re impressed with how quickly he picked it up.”

Mr. Hafiz
Parent

Moduls

3

Age

6-12

Student: 1,215

Language: English

Subtitles: English, Indonesia, Malaysian, Vietnamese, Chinese, Combodian, Thai

Duration: Once a week, 1.5 hours

Course Overview

During this course, students will get hands-on experience building interesting Android applications. The course is appropriate for students with any level of computer knowledge and does not require prior programming experience. It’s a block-based programming tool that allows anyone to get started programming and create fully functional Android apps, even total beginners. Students are encouraged to use their own Android cellphones for hands-on testing.

 

Tools: MIT App Inventor Web Application. No prior downloading of software required.

Learning Outcomes

  • Understand the basics of programming.
  • Navigate and use the App Inventor 2 interface fluidly, effectively and efficiently.
  • Create Android Applications using App Inventor 2.
  • A good understanding of how Android Apps are made and work.

Scratch Programming | Course Outline

Beginner
Intermediate
Advanced

Week 1:
Learn how to create your Scratch account and get an overview of Scratch blocks

Week 2 & 3:
Learn about Motion Drawing: Using Motion Commands, The Power of Repeat, and work on your first scratch project: Get the Money

Week 4:
Learn how to clone spirits and the looks and sound palette for your project

Week 5 & 6
Work on a new project: Dancing on stage, Fireworks, and overview of message broadcasting and receiving 

Week 7 & 8:
Learn in-depth about Message Broadcasting and Receiving and Create Large Programs in Small Steps

Week 9:
Learn how to work with procedures

Week 10 & 11: Work on your part with the help of our instructor: The Great Escape – Avatar

Week 12:
Get introduced to Data Types in Scratcfromand brief Inta introduction to Variables

INCLUDES THE FIRST 12 WEEKS’ OUTLINE

Week 13 & 14:

Introduction to variables and Rainbow Lines in Space: The Complete Program, Turbo Mode, Version 2.0: Rainbow Triangles

Week 15 & 16:
Work on your project: The Great Escape – Return of the Jedi Part 1 and 2

Week 17 & 18:
Work on the project: Maze Runner and Sketch Out the Design to Complete the Program and Use Variable Monitors in Applications 

Week 19:
Learn how to make decisions using Comparison Operators and Decision Structures

Week 20:
More on decision structures and logical operators and work on exciting Scratch Projects: Guess My Coordinates, Triangle Classification Game

Week 21 & 22:
Repetition: A deeper exploration of loops, more loop blocks in scratch, stop commands and cou,nters.

Week 23 & 24: Final Project: The Great Escape – The Empire Strikes

INCLUDES THE FIRST 24 WEEKS’ OUTLINE

Week 25:
Learn about Responsive Web Design; what is it? what are the breaking points, and how do you test them?

Week 26:

We’ll look at some CSS3 properties for producing animated interactive effects.

Week 27:
Understand clearing out browser styles with a CSS reset, using images in place of text, and reducing the number of server requests with CSS sprites.

Week 28:
Learn about some of the modern web development tools used by web developers to make their work easier and their code more robust

Week 29:

Understand the ABC of Programming –What is a Script and How Do I Create One? How Do Computers Fit In with the World Around Them? How Do I Write a Script For a Web Page?

Week 30:

Start learning to read and write JavaScript. You will also learn how to give web browser instructions you want it to follow.

Week 31 & 32:

Browsers require very detailed instructions about what we want them to do. Therefore, you will be given an in-depth understanding of using functions, methods, and objects to organize their code.

Week 33: Learn how to create and control the flow of data in your scripts to handle different situations.

Week 34: Learn about Document Object Model (DOM) Tree, Working with the DOM Tree, and Accessing Elements

Week 35: Learn about Document Object Model (DOM) Tree, Working with the DOM Tree, and Accessing Elements

Week 36: Final presentation by the student.

4.5

"My favourite thing about today is that I could code games and do quizzes and questions about the Solar System. That was very fun!"

Emily
Student

4.0

“My child talks non-stop about what she learned in Scratch every time she comes home. It’s really encouraging to see her using logic and creativity to build her own little projects.”

Mrs. Tan
Parent

Moduls

3

Age

6-12

Student: 985

Language: English

Subtitles: English, Indonesia, Malaysian, Vietnamese, Chinese, Combodian, Thai

Duration: Once a week, 1.5 hours

Course Overview

Scratch has a huge online community where kids can create their own interactive stories, games and animations and share with people all over the world. It provides kids their very first introduction to the exciting world of coding, learning how things work, basic computer logic all by using drag and drop blocks feature. As children create with Scratch, they learn to think creatively, work collaboratively, and reason systematically.

Tools: MIT Scratch Programming Web Application. No prior downloading of software required.

Learning Outcomes

  • Getting familiar with Scratch website and creating an account
  • Basics of coding with scratch and commands
  • Design and animate sprites
  • Project-based learning that boosts creativity and confidence

Web Development | Course Outline

Beginner
Intermediate
Advanced

This module will be focusing on the basics of HTML and CSS to produce a simple web page. 

Week 1

Learn how to start creating your own website with all manner of design such as Content Wrangling, Code Slinging, and Learn The Anatomy of A Web Page.

Week 2

Students will Create a Simple Web Page using the Anatomy of an HTML Element.

Week 3

In this Part 1, students will learn the continuation chapter for HTML elements. Marking Up such as Paragraphs, Headings, Thematic Breaks (Horizontal Rule), Lists and More Content Elements.

Week 4

In part 2, students will continue to learn the Marking Up Text in Organizing Page Content such as Main Content Sections and Articles, Navigation, Addresses and The Inline Element Roundup.

Week 5

In part 3, student will learn the Marking Up Text in Generic Elements (Div and Span), Improving Accessibility With Aria, Character Escapes and Putting It All Together

Week 6

This Chapter will focus on the Adding Links, which student will learn The href Attribute, Targeting a New Browser Window in Mail and Telephone Links.

Week 7

This chapter, students will learn Adding Images in Part 1, it covers the Word on Image Formats, The Img Element and Adding SVG Images.

Week 8

In this Part 2 of Adding Image, students will learn how the Responsive Image Markup works in summary, the Art Direction (picture Element), and Alternative Image Formats (type Attribute).

Week 9

This chapter will focus on Table Markup, Table Accessibility,Row and Column Groups, and Wrapping Up Tables.

Week 10

In this chapter, students will learn how forms work from data entry to response. In Part 1, chapter will focus on The Form Element, Variables and Content and The Great Form Control Roundup.

Week 11

In Part 2, This chapter will focus on features like, Radio and Checkbox Buttons, Menus, File Selection Control,Numerical Inputs, Color Selector and Form Accessibility Features.

Week 12

Students will make a presentation that incorporates all of the concepts they have learned so far.

INCLUDES THE FIRST 12 WEEKS’ OUTLINE

This module will focus on Python Programming in depth. From the Python Basic like Entering Expressions into the Interactive Shell until using Turtle Graphics to create design. 

Week 13

In this chapter, students will learn the basics in Python Programming, such as Data Types, String Concatenation and Replication, Storing Values in Variables and how the Turtle Graphics works. 

Week 14

Students will focus on their first Program such as practicing comments, the print() and input () Function, The len() Function, The str(), int(), and float() Functions and working on Turtle Graphics.

Week 15

This chapter will highlight the Flow Control in Part 1. More Elements of Flow Control such as if Statements, else Statements, elif Statements and the Program Execution. 

Week 16

In Part 2, the Flow Control Statement will be highlighted such as loops and statements, as well as part of The Starting, Stopping, and Stepping Arguments to range(). 

Week 17

In this Part 2, students will be exposed to the flow control such as Importing Modules from import Statements and Ending a Program Early with the sys.exit() Function.

Week 18

This chapter will focus on Functions such as Keyword Arguments and the print() Function, The Call Stack and Local and Global Scope.

Week 19

In this chapter, students will learn The global Statement and Exception Handling, including the Turtle Graphics: One Variable to Rule Them All.

Week 20

This chapter will emphasize on List concept such as The List Data Type, Changing Values in a List with Indexes, List Concatenation and List Replication and Removing Values from Lists with del Statements.

Week 21

Student will working on Project: Guess the Number

Week 22

Student will working on Project: Rock, Paper, Scissors

Week 23

Student will working on Project: Zigzag

Week 24

Students will make a presentation that incorporates all of the concepts they have learned so far

INCLUDES THE FIRST 24 WEEKS’ OUTLINE

This Module will focus the continuation of Python Programming in depth to work on Web Development. 

Week 25

This Chapter will focus on Defining a Function, Passing Arguments and Returning a Simple Value as well as making an argument optional.

Week 26

In this Chapter, students will learn Returning a Dictionary and Passing a List by Modifying a List in a Function and Preventing a Function from Modifying a List. 

Week 27

In this Functions chapter, students will learn to Pass an Arbitrary Number of Arguments, Storing Functions in Modules, Importing an Entire Module, Importing Specific Functions and Styling Functions.

Week 28

This Chapter will focus on Working with Classes and Instances, Setting a Default Value for an Attribute and Modifying Attribute Values.

Week 29

In the next part, students will be working on The __init__() Method for a Child Class, Defining Attributes and Methods for the Child Class, Overriding Methods from the Parent Class and Modeling Real-World Objects.

Week 30

This chapter will highlighting on how to Importing Classes, Storing Multiple Classes in a Module, Importing Multiple Classes from a Module, Using Aliases and The Python Standard Library.

Week 31

This new chapter, students will explore Django from the Initial Set Up, The Command Line and Virtual Environments. They also will create a simple app and setting the URLs, Views, Models as well as Templates.

Week 32

This chapter will focus on creating two apps such as Pages App and Message Board App. From Initial Set Up, Class-Based Views, Extending Templates, as well as creating and activating data models.

Week 33

This week will focus on creating a Blog App and touch the Database Models, Admin, URLs, Static Files and Individual Blog Pages.

Week 34

This chapter will focus to set up Forms and learn the Initial Set Up, Database Models, URLs, Views and Templates.

Week 35

In this chapter, students will learn to develop User Accounts, such as Login page, Updated Homepage, Log Out Link, Sign Up and Custom User Model.

Week 36

Students will make a presentation that incorporates all of the concepts they have learned so far.

4.8

"There was this project in VSCode that I enjoyed coding the most. It was a very beautiful webpage that I created, and it was very simple, using HTML and CSS."

Kushaan
Student

4.8

"I think Kushaan has done a really good job in learning the new language he was introduced to during this particular course. I'm pretty happy with what he's doing now, and I hope he continues."

Mr. Rahul
Parent

Moduls

3

Age

10-17

Student: 3,215

Language: English

Subtitles: English, Indonesia, Malaysian, Vietnamese, Chinese, Combodian, Thai

Duration: Once a week, 1.5 hours

Course Overview

This course is intended to set you on the road to further web development and design studies. Have you ever been curious about the operation of a website? What is the relationship between the web and browsers, desktops, and mobile devices? To create a website, what skills are required? These questions may be your first step toward a better grasp of the internet, with nearly 1 billion web pages now available.

Learning Outcomes

  • Able to explain the structure and function of the internet, using a combination of HTML, CSS, and Python.
  • Construct dynamic websites using a combination of HTML, CSS, and Python,
  • Able to use fundamental programming language concepts when building HTML forms
  • Capable of choosing a suitable web hosting provider