Both for and while loops are explained with easy examples for you to try.
Chapter 7 covers both functions and modules.
By Chapter 8, the book moves into objects and object classes and subclasses, all the while wooing the reader with the same very easy to follow explanations and providing him or her with a very good feel for how object oriented programming relates to the real world.
Chapter 9 discusses built-in functions like len, min and max and working with files on Windows, Mac OS X, and Ubuntu systems.
Chapter 10 covers Python modules and reading from STDIN.
Chapter 11 provide more lessons on turtle graphics and is followed by 12 which shows the reader how to use tkinter for better graphics. These chapters provide more explanation on how to do basic animation, set up clickable buttons, etc.
In parts II and III (roughly 1/3 of the book), the reader is walked through the process of building some basic games -- one is a bounce game in which you create a game that uses a bouncing ball and a paddle. The other is a game called "Mr. Stick Man races for the exit" in which you animate a stick figure using simple illustrations prepared in GIMP. These may not be the most exciting games, but they are surely more than adequate to cement the reader's understanding of Python and maybe even convince some young or reluctant programmers that programming can be actually be both fun and rewarding.
Each chapter also includes a "What you learned" section to wrap up the most important concepts taught in that chapter.
Easy to read, but providing sound programming advice and very clear explanations of how programming languages work, Python for Kids is a great book for anyone who wants to break into programming without pangs of inadequacy. If you read each chapter, try the exercises, and read the "what you learned" section, you just can reach the end of the book without a solid understanding of how Python works.