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CodeCombat provides kids with an immersive combination of RPG gameplay and text-based coding drills.  It allows teachers without coding experience to teach text-based coding.

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This app is programming that combines both engaging physical puzzle tiles and digital gameplay.

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Through Puzzlets' "plan, program, play" model, students learn about the engineering process. They design a solution, test it out by running the program, and then improve it and try again. Cork the Volcano - Puzzlets wonderfully combines physical manipulation and digital play. Kids who might not ever consider computer programming may be drawn in, as they see it's just like doing a puzzle.

Hands-on gameplay with the program tiles also provides a way for students to work together. The Play Tray pulls kids away from the computer screen for a moment to discuss their plan. After some practice, students will realize that they are more successful when they collaborate. Puzzlets appeals to visual, logical, verbal, and physical learners and brings them together to share their strengths.

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Cork the Volcano - Puzzlets Review for Teachers | Common Sense Education

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Through Puzzlets' "plan, program, play" model, students learn about the engineering process. They design a solution, test it out by running the program, and then improve it and try again. Cork the Volcano - Puzzlets wonderfully combines physical manipulation and digital play.

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With this app, early coders will be able to enjoy the colorful interface and a variety of activities as they progress through different worlds and develop foundational programming skills.

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Programming with Tynker Junior involves learning basic concepts that, with repetition and practice, can provide a baseline for more challenging concepts later on. As with any language, the sooner a learner begins, the easier it will be to achieve fluency. Beyond concepts like loops, sequencing, pattern recognition, and variables, solving puzzles on Tynker Junior can help kids develop skills related to listening, critical thinking, logic, and perseverance.

There's no way to skip levels, so kids who start off knowing a bit more might be bored and may not be motivated to continue. On the other hand, there's no help or hints for kids who get the wrong answer, which can lead to frustration even in the most perseverant learner. More rewarding activities like access to more games -- as well as some feedback or hints when kids get stuck along the way -- would give the tool more appeal. Still, as it is, it's a neat introduction to coding that's sure to motivate kids to want to learn more.

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Tynker Junior Review for Teachers | Common Sense Education

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Programming with Tynker Junior involves learning basic concepts that, with repetition and practice, can provide a baseline for more challenging concepts later on. As with any language, the sooner a learner begins, the easier it will be to achieve fluency.

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Although this app requires a little adult help, it is still a rich platform for getting kids into programming and digital creation.

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By dragging and dropping graphic sprites across the ScratchJr screen, little programmers can bring simple -- and lightly interactive -- scenes to life. The Lego-like, snap-together commands make the basic programs easy to create. For example, drag a cartoon cat onto a beach scene, and drag a small icon into the programming window to add a movement command. Then just add a "start when touched" command and snap a repeat element onto the move icon, and a tap on the cat sends the cartoon skittering across the screen.

Taking advantage of your device's tactile interface, everything in the program is a tap or swipe away. The entire interface is well-designed to look like toys and art supplies carefully arranged on a desk, so it's easy to engage the title's 5- to 7-year-old target age range. And, although kids left alone can easily get lost in the various options, with a little guidance, they can design, build, and enjoy their very own presentations.

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ScratchJr Review for Teachers | Common Sense Education

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By dragging and dropping graphic sprites across the ScratchJr screen, little programmers can bring simple -- and lightly interactive -- scenes to life. The Lego-like, snap-together commands make the basic programs easy to create. For example, drag a cartoon cat onto a beach scene, and drag a small icon into the programming window to add a movement command.

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With this app. students will develop logical and sequential thinking with Blue-Bot, creating a foundation for future coding activities.

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Teachers can use Blue-Bot to help teach Pre-K through second-grade students logic and sequential thinking. First, hand students a Blue-Bot and let them discover how it works. Challenge students to see if they can get Blue-Bot to go around a corner or some simple obstacle. Once they're comfortable, create an obstacle course on the ground with chalk or painter's tape and have students navigate through it. Emphasize directional movements such as left, right, forward, backward, reverse, etc. Students can create their own obstacle courses and challenge each other. When the Blue-Bot doesn't move as a student expects, seize the opportunity to teach them to "debug" and discover what went wrong. As student commands get more complex, encourage simple note-taking to record what movements they've done, or the solution for an obstacle course. Take advantage of other learning opportunities as they come up. For example, when students notice that a Blue-Bot doesn't seem to move as far on one surface as it does on another, take the opportunity to experiment and measure differences.

There are floor mats available for purchase, such as a simple road in a town, shapes, or an alphabet grid. These are essentially obstacle courses and mirror what's available on the free app. The app has several different activities, such as getting from point A to point B, obstacle courses, fewer buttons, and random instructions.

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Blue-Bot Review for Teachers | Common Sense Education

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Teachers can use Blue-Bot to help teach Pre-K through second-grade students logic and sequential thinking. First, hand students a Blue-Bot and let them discover how it works. Challenge students to see if they can get Blue-Bot to go around a corner or some simple obstacle.