Programs

What your child would actually learn.

No course menu to price-compare, and no curriculum to complete. A path your child walks at their own pace, one module at a time, each ending in a culmination. All of it is set out below.

The roadmap

Four stages, over several years.

Stages in a learning journey, not boxes to tick. Each one is described by what your child can think at the end of it — not by what's been covered. Grades are indicative; the child sets the pace, the teacher sets the bar.

Stage 1

Scratch and first programs
Grades 4–5

The child can decompose an idea — break "a game about my dog" into characters, events and rules. Logic before language.

Games, stories, simple mobile apps

Stage 2

Python and real code
Grades 5–7

The child can express logic precisely enough for a machine — and debug calmly when it disagrees. The jump most young coders stall at.

Quizzes, chatbots, games

Stage 3

Applications and websites
Grades 6–9

The child can carry a real project from idea to culmination — choosing the subject, defending the design, finishing the thing.

Live websites, tools, data analysis

Stage 4

Data, AI and specialisation
Grade 8 and up

The child can direct a machine that writes code, and answer a real question with real data. Here the path stops being a line and fans out.

AI apps, deployed software
What we teach

Modules, not a syllabus.

Each course below is a module — roughly three months, ending in a culmination where your child presents what they built. After each one, they choose what comes next. Nobody is marched through a fixed sequence.

Stage 1Grades 4–5

Scratch and first programs

Scratch · Level 1

Where it starts. The child builds their first working thing — a game, a story, an explainer about something they already care about — and discovers that a computer does exactly what you tell it, including the parts you got wrong.

Usually the first module. Grades 4–5.

Scratch · Level 2

Bigger builds, real structure. Variables, lists, cloning, and projects with several moving parts. By the end they're planning before they build, which is the habit that carries everything after.

After Level 1, or for confident starters. Grades 4–6.

MIT App Inventor

Still block coding — the same events, variables and conditionals they already own from Scratch, pointed at a phone instead of a stage. Nothing new to learn about programming, and everything new about where it can run: they design an interface, wire up the logic, and install it on a real device.

After Scratch, or alongside it. Grades 5–8.
Stage 2Grades 5–7

Python and real code

Python for Beginners

Where blocks become text. Students write their first real programs — a quiz, a converter, a chatbot they design themselves — and learn to read an error message without flinching.

Grades 5–7, or older beginners starting fresh.

Python with Tkinter

Programs with a face. Buttons, windows, forms — the child's code stops living in a terminal and becomes something a parent can be handed and asked to try.

After Python for Beginners. Grades 6–9.

Python with Pygame

Real projects, real difficulty. Games built with Pygame — several files, several moving parts, and the first serious encounter with code that has to be designed rather than just written.

After Python for Beginners. Grades 6–9.
Stage 3Grades 6–9

Applications and websites

HTML / CSS

The materials a page is made of. Structure and style, hand-written — a site the child designs, builds and publishes. Taste starts showing up here: two students with the same brief produce visibly different work.

Grades 6–9.

JavaScript

The language of the browser, and what turns a page the child has built into one that responds. Interactive pages, games that run anywhere, and work they can send to a grandparent by link.

After HTML / CSS. Grades 6–9.

Python with MySQL

Students connect an application to a real database, and discover the problems that only appear when data has to persist and belong to someone.

After Tkinter. Grades 7–10.

Python — Data Analytics with Pandas and Matplotlib

A real dataset and a real question. Students clean messy data, choose how to visualise it, and defend why one chart answers the question and another only looks like it does.

Grades 7–12. Most students bring their own subject — chess, cricket, video games.
Stage 4Grade 8 and up

Data, AI and specialisation

Generative AI Foundations

Building with AI, and staying in charge of it. Students design and ship an AI-powered application, and spend as much time deciding where its limits should be as on what it does.

Grades 8–12.

Machine Learning Foundations

Machine learning with your hands on it, in Python and scikit-learn. Regression, classification, decision trees and unsupervised learning — each one built, trained and evaluated on real data rather than described in a slide.

Grades 9–12. Usually after Data Analytics.

Full-Stack Web Development

A complete application, deployed and live at its own address. Front end, back end, database — and the decisions about what to cut so the first version can actually ship. Students work in a current production stack.

Grade 10 and up. The most demanding module we teach.

Competitive Coding — C++ and Data Structures

For students who want harder problems than school will set. Algorithms, complexity, and the discipline of getting a correct answer inside a constraint.

Grade 9 and up, and genuinely difficult.

C Programming

Closer to the machine. Pointers, memory the student keeps track of by hand, and a language that does exactly what it is told and nothing more — which is what makes its mistakes so instructive.

Grade 9 and up.

Java Programming

A stricter language, deliberately. Students used to Python meet a system that refuses to guess what they meant, and their understanding of types and structure sharpens accordingly.

Grade 9 and up.
Putting it together

Six tracks families take.

The modules above are the parts. These are the shapes they most often make — most of them about a year, each ending in something your child can put in front of you. They are the common tracks rather than the only ones, and no child is placed on one before we have met them.

Foundation Track

4 modules · about a year · around 96 classes
  1. 01Scratch
  2. 02MIT App Inventor
  3. 03HTML / CSS
  4. 04Python for Beginners

Ends with A game, an animation, an app on their own phone, and a personal website live on the internet — plus a Python certificate. Four different kinds of making, inside a year.

Grades 4–7, starting from nothing. The track most families begin with.

Python and AI Track

4 modules · about a year · around 96 classes
  1. 01Python for Beginners
  2. 02Python with Pygame
  3. 03Python — Data Analytics
  4. 04Generative AI Foundations

Ends with An AI application they designed and shipped — and can explain end to end, including where they chose to draw its limits.

Grades 7–12. The track most older beginners take.

Game Dev Track

4 modules · about a year · around 96 classes
  1. 01Scratch
  2. 02Python for Beginners
  3. 03Python with Pygame
  4. 04JavaScript

Ends with Games that run in a browser, on any machine, sent to a friend by link.

Grades 5–9, for the child who came here to build games.

Full Stack Web Dev Track

4 modules · about a year · around 96 classes
  1. 01HTML / CSS
  2. 02JavaScript
  3. 03JavaScript Advanced
  4. 04Full-Stack Web Development

Ends with A complete application, deployed and live at its own address.

Grade 8 and up. The most demanding track we run.

School Curriculum Track

One module · about three months · around 24 classes
  • AP Computer Science Python · USA
  • AP Computer Science Java · USA
  • GCE O Level Python · Singapore
  • GCSE Python · UAE
  • CBSE Python · India
  • ICSE Java · India

Ends with The board's own syllabus covered, and the understanding underneath it — which is what the exam is actually testing.

Not a sequence. Take the one your child's school follows, alongside school.

College Foundation Track

One module · about three months · around 24 classes
  • C Programming
  • C++ Programming
  • Python Programming

Ends with The foundations a first-year course assumes you already have — pointers, memory, types and structure.

Not a sequence. Take one, or more than one, as the course demands. For students about to start college, or already there and finding the concepts hard going.

Every track starts the same way — a call, then a free session where your child builds something with a teacher. The track is chosen after that, not before. And a child who changes their mind at module three simply changes track: the classes are already theirs, and nothing is spent that has not been used.

Specific situations

Some of the reasons families come.

Struggling with computer science at school.

AP Computer Science, IGCSE, or the school syllabus — falling behind, or passing without understanding.

We teach the course, and the understanding underneath it.→ AP Computer Science Java · Java Programming · Python for Beginners
Preparing for a hackathon or science fair.

An idea, a deadline, and a long way between the two.

A coach in their corner while they build it — not someone who builds it for them.→ Whichever module fits the build
Training for a computing olympiad.

Serious about competitive programming, and needs harder problems than school will ever set.

→ Competitive Coding — C++ and Data Structures
Building a project portfolio for university applications.

Strong grades already, and now wants work that is unmistakably theirs.

Real projects, built over years — the kind an admissions reader remembers. A consequence of the work here, never the goal of it.→ Full-Stack Web Development · Generative AI Foundations · Data Analytics
Already teaching themselves, and looking for real guidance.
They need someone who can stay ahead of them — and who knows when to get out of the way.→ We'll place them on the call; it's rarely the obvious module
A complete beginner, and already in middle school.

Thirteen, no exposure, and a parent quietly worried the window has closed.

It hasn't. Starting later is normal, and older children move faster.→ Python for Beginners, usually skipping blocks entirely
An adult or a college student.
We take a small number. Write to us and we'll find a time to talk.
The ordinary week

What a class actually looks like.

This section describes an ordinary week — because the ordinary weeks are what you're actually enrolling in.

The specifics

FormatLive, instructor-led — your child and their teacher, on Zoom.
Length60 minutes per session.
FrequencyTypically twice a week, with the option to step up to 3–5 sessions a week during vacations and school breaks.
RecordingsEvery session is recorded and available on the student portal for a month — downloadable if you’d like to keep it longer.

The six beats of a class

01

Homework recap

The class opens with your child's own work: what they tried, where they got stuck.

02

New concept, whiteboarded

The teacher explains the day's idea by drawing and reasoning, not by playing a video.

03

Guided hands-on

Teacher and child code together. The training-wheels phase of every new concept.

04

The child codes, the teacher observes

Then the wheels come off. Watching how a child codes is how our teachers learn how that child thinks.

05

Reflection

The child explains what they built and why. Thinking made visible, every single class.

06

Homework brief

A small build to carry the concept forward. Not a worksheet.

What you'll see, and when

After every classA personal WhatsApp note from the teacher, hand-written rather than auto-generated, covering the day's topic, the concepts covered, and the homework assigned. Every class, without exception.
Every two weeksA 15-minute parent–teacher meeting. Short by design, frequent by principle.
Every three months or soThe culmination. Your child presents what they built, to you. Progress demonstrated, not reported.
AnytimeThe teacher is a message away. Parents are encouraged to check in between meetings; no appointment needed.

Your child's safety

  • Every class is recorded, and the recordings are available to your family on the student portal. Nothing about a Sanketana class is behind a closed door.
  • Every teacher is personally selected by the founder — through multiple coding tests and a mock teaching round with a real child, screened for strong concepts, love of coding, passion for teaching, and empathy with children.
  • Any concern goes directly to the founder, on WhatsApp — not into a support queue.
How we handle your child's images and data
Pacing and continuity

The module is the unit of learning.
The class is the unit of payment.

Most schools sell a fixed number of classes and call it a course, which means the pace is decided before anyone has met your child. We've separated the two deliberately.

A module takes about 24 classes — but 24 is an average, not a rule.

Some children finish in eighteen, some need thirty. The module ends when the thinking is there, not when a counter runs out. Then your child chooses the next one.

Classes are bought in blocks of eight.

Eight, twenty-four, ninety-six — whatever suits your sense of commitment. Larger blocks cost less per class, and that's the only thing that changes the price. The same rates apply whether you joined last week or five years ago.

Classes are yours until you use them.

Cancel with a day's notice and nothing is deducted. Pause for exams, pause for the summer, come back when you're ready — families here have paused for a whole term and returned, and that's normal.

And then you simply continue.

There’s no bigger package to graduate into. When the balance runs low you’ll get a reminder, and you top up when it suits you. The families who have been here five years haven’t bought a “package” since their first year — they’ve just kept going.

How it begins

It starts with a conversation.

01A discovery callThirty minutes with the founder — about your child, not our packages.
02A session with your childFree, with the founder or a senior teacher. They build something together, and we learn how your child thinks.
03A teacher matchNow that we've seen how your child thinks, we pair them with the right teacher.
04Regular classesLive, with the same teacher, at a time that works where you are.
05First culminationWithin months, your child presents their first finished build — to you.
A word of honesty

We're a good fit for some families, and not for others.

Sanketana is for you if

  • You care more about how your child thinks than how fast they finish.
  • You want a teacher who knows your child, not a rotating roster.
  • You're thinking in years, not in a summer.
  • The AI question worries you — and you want it answered, not avoided.

We're honestly not for you if

  • You're comparing on price per hour. Others will be cheaper; that's fine.
  • You want a certificate quickly. Our certificates follow understanding, and understanding takes time.
  • You need enrolment today. When our teachers are at sustainable load, we ask families to wait.
Common questions

Asked on nearly every call.

What ages do you teach?

Roughly 9 to 18. Classes are scheduled in your child’s timezone.

Do you teach in groups?

Usually one child, one teacher. A few small groups do run. Either way it's the same teacher, across years — which is the part that actually makes the difference.

My child has never coded. Where do they start?

On the discovery call we'll place them on the roadmap — usually at Scratch and first programs for younger children, or straight to Python and real code for an older beginner. The teacher then calibrates over the first few classes.

My child already codes. Do you take intermediate students?

Yes, and gladly. The teacher's first job is to map what your child truly owns versus what they've merely covered — the gap is often surprising, in both directions.

How long does a module take?

About three months, or roughly 24 classes. It varies, deliberately — the module ends when your child is ready to present it, not when a class count is reached.

Can we cancel or reschedule a class?

With a day's notice, freely — and genuine emergencies are always considered. For longer breaks like exams or family vacations, classes simply pause and resume when your child is back. Cancellation and pauses in full.

What if we join and it doesn't work out?

Any time in your first four classes, just tell us — we'll refund what you've paid, minus the classes you've taken. After that, unused classes stay yours: they don't expire in a hurry, they work for any module, they transfer to a sibling, and they survive a long pause. The full policy is here.

What if my child doesn't click with their teacher?

We re-match. The relationship is the whole model — it has to be right.

How do you handle AI tools?

In a deliberate three-stage sequence — smart search, thinking partner, code generator — each introduced when the child is ready to stay in charge of it. Our full answer is here.

Do you teach adults or college students?

We take a small number. Write to us and we'll find a time to talk.

Step one of five

Start with the conversation.

Thirty minutes with the founder. Bring your child's curiosities.