Go back


Bomberbot is a digital learning tool for teaching coding to children.

Bomberbot offers a blended learning approach that helps teachers without prior programming experience to teach programming in a fun and easy way.

Children practice a wide variety of 21st century skills through logical reasoning tasks in the virtual world. Service includes support materials for educators.

Bomberbot is mainly for children aged 8 to 14. The product works in a browser and is best suited for individual learning.

Age groups 
Middle school
Offline play 
Internet required
Educational Quality
Learning Goals

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

A student-centered tool for practicing scripting, coding and computational thinking through doing.
The pedagogy is based on autonomous and active problem solving.
The difficulty level stays in the zone of proximal development through gamification.
The support materials for educators are well designed to match the needs of classroom usage.

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

Practicing computational thinking
Understanding what programming means
Understanding the concept of loops
Understanding what algorithms are and how they can be used
Understanding how functions can be used in programming
Understanding the meaning of conditionals in programming
Practicing to create sequences

Soft skills learning goals

Encouraging to build new information and visions
Connecting subjects learned at school to skills needed at worklife
Learning to face failures and disappointments
Encouraging the growth of positive self-image
Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Practicing to use imagination and to be innovative
Encouraging students to be innovative and express new ideas
Using technology as a part of explorative and creative process
Practicing creative thinking
Practicing to look things from different perspectives
Practicing logical reasoning to understand and interpret information in different forms
Developing problem solving skills
Practicing to notice causal connections
Using technology resources for problem solving
Practicing persistent working

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.

Computational thinking is one of the core skills in this product. The way the players learn about “how computers think” and the process of programming is active and very well supported.
The players don't need to have any previous knowledge about programming as the game teaches all the basic concepts. The challenges are optimized because of the gamified process: the players can’t continue to the next level before they complete the current level.
The players need to progress in a certain order as they can't skip levels. In addition, Bomberbot provides a level editor where players can create their own levels. That way they can deepen the learning experience easily.
The game is played individually with the option of creating levels that other students can play. Lesson plans provide group exercises that can be done in the classroom.

User reviews for Bomberbot