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Kodable offers an app and teaching material for learning the basic concepts of programming

Kodable is an award-winning coding curriculum for kids ages 4-10. It provides comprehensive teaching materials for teaching programming concepts, and also introduces Java Script. The lesson plans include activities done in class and combines them with the Kodable game, which brings the concepts to a concrete level and allows the students to solve problems and create games.

Age groups 
Mobile iOS
Offline play 
Internet required
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Kodable includes gamified computational thinking activities with excellent quality. The students' progress and engagement are easy to follow, since the learners can progress only by passing the tasks and the teacher has good tools for monitoring their student's progress. While solving the programming problems is a quite straightforward task, it is still very rewarding. Kodable gives enough instructions and plenty of encouragement to move forward
The teacher can choose what content to open for their pupils. The learners can also advance at their own pace and go back to previously learned content. The learning goals are clearly visible in the teacher's material and the tutorial levels tell the learner which concepts they will learn. Kodable requires individual tactics to solve challenges and also utilizing learned in open-ended problem-solving, which is a very engaging and effective way for learning.
Kodable provides accurately predictable learning outcomes - the learning objectives are well-formalized for the teacher, and the content is linear and clearly focused on the wanted learning goals. Therefore easy to know what kind of learning outcomes is possible to achieve when using the product. Learning progress is individual, the student can progress at their own pace. This makes the Kodable app and lesson plans easy to use at schools.
Many of the collaboration possibilities in Kodable are dependent on the teacher. The pupil may use the app and do everything by himself/herself but the teacher has a huge influence on how collaborative they want to make the learning process. Many of the lesson plans support working on pairs or as a group. There is a chance to build games and share them so other students in the class can see and play them, which motivates the creation.

The following are the high educational quality aspects in this product.

A comprehensive toolset for teachers/schools with very versatile materials to choose from. Even a teacher with very little or no experience on coding can manage and feel confident in teaching.
Simple structure and high quality animation make it easy and motivating for the learners to use.
Programming is presented in a linear process with the appropriate amount of new information at a time/level. Learning is based on observing, exploring and doing.
Kodable is well suitable for targeted group, every aspect of product supports user's motivation to use Kodable.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Create and debug simple programs.
Use logical reasoning to predict the behaviour of simple programs.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Design and develop modular programs that use procedures or functions.
Create programs that include sequences, events, loops, and conditionals.
Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
Learn to analyse problems in computational terms
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Develop their capability, creativity and knowledge in computer science, digital media and information technology.
Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers.
Compare and refine multiple algorithms for the same task and determine which is the most appropriate.
Develop plans that describe a program’s sequence of events, goals, and expected outcomes.
Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks.
Develop programs with sequences and simple loops, to express ideas or address a problem.
Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.

Soft skills learning goals

Understanding technological system operations through making
Using technology as a part of explorative and creative process
Practicing logical reasoning, algorithms and programming through making
Using technology as a part of explorative process
Developing problem solving skills
Practicing to notice causal connections
Practicing strategic thinking
Practicing persistent working
Practicing to take responsibility of one's own learning
Practicing to use imagination and to be innovative
Learning to notice causal connections
Learning to find the joy of learning and new challenges
Creating requirements for creative thinking
Practicing creative thinking
Encouraging students to be innovative and express new ideas
Learning to face failures and disappointments
Encouraging the growth of positive self-image
Practicing to use information independently and interactively
Practicing to improvise
Practicing to observe spoken and written language
Practising visual recognition
Learning decision-making, influencing and accountability
Enabling the growth of positive self-image
Encouraging to build new information and visions
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Practicing to notice links between subjects learned
Learning to plan and organize work processes
Practicing decision making
Connecting subjects learned at school to skills needed at working life
Building common knowledge of technological solutions and their meaning in everyday life
Using technology resources for problem solving
Practicing to find, evaluate and share information
Practicing keyboard skills and touch typing
Learning to acquire, modify and produce information in different forms
Practicing to look things from different perspectives

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation