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Logo of Tangible Start showcasing Africa and coding themes, emphasizing the mission to demystify coding.

How does Tangible work?

Tangible works by using a game to challenge and motivate children to achieve a learning outcome - in this case, computational thinking; sequencing and coding fundamentals.

Children are presented with a series of puzzles - to instruct a character onscreen to reach a goal. The game will instruct pupils to solve each puzzle by laying puzzle tiles on their table and taking a photo of their arranged tiles. The game will then execute the instruction that the pupils have provided, allowing them to test ideas and receive immediate feedback without the need for teacher intervention or instruction.

Boats Game Rangers Game
Smartphone displaying the 'Boats' game interface with options for one or two players, against a blue water background.
Stylized logo for 'BOATS' powered by Tangibles, showcasing a vibrant and playful design.

Tangible Boats

Introducing the fundamental elements of coding while educating learners about the detrimental impact of pollution on the ocean.

Download on Google Play
Get it on Google Play badge encouraging app downloads from the Google Play store.
Person holding a smartphone displaying the game 'Rangers' with a rhino in the background.
Logo of the Rangers featuring green leafy design with bold text, perfect for nature-themed events or outdoor activities.

Rangers

Introduces intermediate coding skills and educates learners about the importance of animal conservation and the consequences of poaching.

Download on Google Play Download on Apple App Store
Download the app from Google Play and the App Store with vibrant buttons.
Three people engaging with a tablet on a table, examining items scattered around in a modern setting.

Subscribe for Game Updates

Complete the form below to receive updates on the latest Tangible games.  This form must be completed by those age 18+ only.

Students engaged in learning activities in a classroom, one using a tablet, while others work on a project together.

About Tangible

Tangible was created in 2017 when Byron Batteson, a 21-year-old student, created an app to enable children to develop Computational Thinking skills for his Honours project at Nelson Mandela University, South Africa. 

Professor Jean Greyling, head of the Computing Sciences Department, recognised its potential and transformed the idea into a full-fledged operation. This venture started as a university engagement project and showcases the power of student-teacher collaboration. Byron is now with Amazon in Cape Town, while Prof. Greyling continues to lead Tangible and inspire students.