Teaching children to code through play

Introduce a child in
South Africa
Kenya
Ghana
Ireland
Germany
Italy
Sweden
Indonesia
Uganda
Zambia
Zimbabwe
Cyprus
to the world of coding

Fun, interactive and inclusive games.

Tangible introduces children to coding concepts via games that are simple to understand and entertaining to play. Our multi-stage mobile platform is purposefully designed to facilitate group problem solving and promote digital competancy.

Tangible BOATS

Age 6-9 Years

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

Tangible RANGERS

Age 10-12 Years

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

Blending offline and online learning

Tangibl Games combine tactile offline tools and online mobile gaming components to provide a playing experience that is physically engaging, mentally stimulating and digitally immersive.

Online

Mobile Phone App

Learners take a photo of their coding token sequence (with a mobile phone) and upload it to the app. The action they coded is then visually interpreted on the screen.

Offline

Coding Tokens and Grid Mat

Learners select the coding tokens to use (from the set provided) to solve the problem depicted on the mobile screen. They place their tokens on the grid matt in their desired sequence.

A world of benefits

Tangible games are proven to be effective in the development of

Accessible to everyone, everywhere

Specifically designed to be playable by children living in “unplugged” communities, Tangibl games make learning the concepts of coding accessible to children anywhere in the world. Even children living in rural communities without basic access to computers, internet or even electricity, can  now be introduced to coding.

NO COMPUTER REQUIRED
NO INTERNET REQUIRED
NO ELECTRICITY REQUIRED
+
120K
Learners
+
1000
Schools
11
Countries

Designed for
schools

Tangibl Africa games utilise cost-effective instruments that teacher sand facilitators  with no programming training or experience can easily implement in their classrooms. Our games are purposefully designed to promote class interaction and inspire group problem solving.

Your Questions,
Answered

Do I need to have prior coding experience to be involved with this project?

No! Tangible Africa makes coding accessible to everyone. Our Tangible Teacher Training prepares you with everything you need to know in as little as 4 hours.

How do I purchase a coding kit?

Send an email to orders@levafoundation.org to start the process.

How do we get training?

Our comprehensive online training is available here: Tangible Africa Teacher Training (ctrl + k)

How much does a kit cost?

A coding kit costs R3500. The Tangible unplugged coding kit starts at R3500. Speak with us if you are from an under resourced school.

How do we get involved in the Coding4Mandela Tournament?

Show your interest and get involved in the Coding4Mandela Tournament by following this link: (attach link to 2024 show of interest form) if form is closed, then email info@levafoundation.org

Tangible Connecting children through code to their...

Potential

Problem solving abilities and new skills and talents

Community

Sharing their new knowledge of code and digital proficiency with others.

School

Fun and engaging classroom activities and experiences.

Friends

Solving problems and working together creating positive, shared experiences

World

Acquisition of a skill that embraces digital capabilities & global technology

The Power of Computational Thinking

The cultivation of computational thinking is central to Tangibl games. This invaluable problem-solving method teaches learners automation  of process and using computing to explore, analyse and understand  processes.

PATTERN RECOGNITION

Identify any repeating
sequences and focus on what is important

DECOMPOSITION

Break ideas and problems, into smaller more manageable parts.

ABSTRACTION

Remove unnecessary parts and make one solution work for multiple problems.

ALGORITHM DESIGN

Create simple step-by-step instruction.

Our global partners

Founding Story

Tangible was born in 2017 when Byron Batteson, a 21-year-old student, created the TANKS app for his Honours project at Mandela University. Recognizing its potential, Professor Jean Greyling, head of the Computing Sciences Department, transformed the idea into a full 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.

Following TANKS, Tangible launched two more apps, RANGERS and BOATS, impacting thousands worldwide, from Ghana to Ireland.