Providing a piece of today, so they can be a part of tomorrow
We develop interactive and educational games that introduce children to coding concepts and digital technology through our mobile platform.
Teaching children to code through play
Children are most receptive to learning when they are having fun. Our inclusive, easy to play games encourage them to take their first steps towards discovering, understanding and implementing code.
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
Tangibl 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.
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.
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
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Introduce a child in South Africa to the world of coding.
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.