Online Math Tutoring for SMP Students: How to Choose and What to Check in the Trial Class

Parent Guides

Maya Putri
Early Childhood Education Specialist

The best coding apps for preschoolers to start with are ScratchJr and Code.org's Pre-reader Express: both are free, carry no ads, and work for kids who can't read yet. For children aged 4-6, a 10-20 minute session with a parent nearby is plenty. The table below covers 7 picks by age, the free options, and what works on a phone.
Good coding apps for kindergarten use pictures and arrows instead of words, so a 4-6 year old can play without reading. The child lines up commands like "forward, forward, turn" and watches a character follow them. That is how they learn that the order of instructions changes the result.
We built the table from the age ranges each developer publishes:
| Pick | Age | Device | Cost | What it practises |
|---|---|---|---|---|
| ScratchJr | 5-7 | iPad, Android tablet, Chromebook | Free, no ads | Sequencing, animation, storytelling |
| Code.org Pre-reader Express | 4-8 | Web browser (laptop, tablet) | Free, English only | Sequences and loops through puzzles |
| Kodable | 4-10 | Browser, iPad | Basic version free, full content paid | Patterns and simple conditions |
| Lightbot Jr | 4-8 | iOS and Android phones and tablets | One-time purchase | Commands and procedures |
| codeSpark | 3-8 | Tablet, phone | Subscription with a free trial | Word-free logic puzzles |
| Bee-Bot floor robot | 3+ | No screen | One-time purchase, common in preschools | Direction and step counting |
| Homemade arrow cards | 4+ | No screen | Free | Algorithms and fixing mistakes |
A quick example: a 5-year-old opens ScratchJr, picks the cat, and snaps together "move 3 steps" and "jump". Within five minutes they work out that swapping the blocks changes what the cat does. For school-age kids, there is a longer list in our guide to coding games for primary school kids.
Three options are completely free for preschoolers: ScratchJr, Code.org, and arrow cards you make yourself. ScratchJr comes from the MIT Media Lab and Tufts University, shows no ads, and has no in-app purchases. Code.org is a nonprofit, so all of its courses are free in the browser.
Kodable and codeSpark are "free to start". Kids get a few levels, then parents are asked to subscribe. Our advice: hold off on paying until your child has finished ScratchJr and Code.org. If you do try a trial, lock payments on the phone so a curious finger can't buy anything.
Watch out for "coding for kids" apps packed with video ads. Ads break a young child's focus and often push them toward unrelated games.
Yes, though a tablet is far easier at this age. Small phone screens make dragging blocks fiddly, and ScratchJr is designed for tablets, so it won't install on some phones.
How to pick a device:
Try this at home: lay 6 arrow cards on the floor leading to a stuffed toy. Your child arranges the cards and you walk the route. When you end up in the wrong place, they hunt for the wrong card. Your child has just done their first debugging.
For 4-6 year olds, 10-20 minutes per session, 3-4 times a week, is enough. The WHO guidelines on physical activity, sedentary behaviour and sleep for children under 5 (2019) recommend no more than 1 hour of sedentary screen time a day for 3-4 year olds, and less is better.
Coding games count as screen time, so add them to cartoons and other games. One routine that works: a coding session after the afternoon meal, a 15-minute timer, and a short chat at the end ("what did you make?"). The child learns to stop when the timer rings, and you hear what they actually understood.
If a 5 or 6 year old wants more, swap the extra time for a screen-free version such as the human robot game or arrow cards.
A child is ready for coding games when they can follow a 2-3 step instruction and stay with one puzzle for about 10 minutes. Age on its own is a weak guide.
Look for these five signs:
If you only see 2 or 3 of these, spend a few weeks on screen-free games first. Four-year-olds usually do well with arrow cards and Bee-Bot, while most 5-6 year olds are ready for ScratchJr. The same pattern and sequence skills show up in math for kindergarten kids.
Consider a class with a teacher once your child has cleared the basic levels of ScratchJr or Code.org and starts asking "what do I make next?". Apps tend to repeat themselves at that point, and parents don't always know the next challenge.
In Algonova's coding classes for kindergarten kids, children aged 5-6 join the Coding Knight program: ScratchJr, animation, and interactive stories in 45-minute sessions. Classes are live online with a teacher, in small groups of up to 10, so the teacher can check every child's screen. Algonova has taught more than 1,000,000 students in 97 countries.
To see whether it fits, book a free coding class, a 60-minute master class where your child builds a first small project and you get a learning-path suggestion afterwards. For the bigger picture, read about the benefits of coding for kids.
The fully free options are ScratchJr, Code.org Pre-reader Express, and homemade arrow cards. None of them show ads or ask for in-app purchases. ScratchJr was built by the MIT Media Lab and Tufts University for ages 5-7. Kids snap picture blocks together to move a character, so they don't need to read. Code.org is a nonprofit whose courses run in the browser; Pre-reader Express is aimed at ages 4-8. Arrow cards take ten minutes to make from cardboard: lay them on the floor and let your child plan a route to a toy. Kodable and codeSpark can be tried for free, but only for a few levels before a subscription screen appears. Start with the fully free apps, and only think about paying once your child has finished the basic levels and keeps asking for new challenges.
Coding for preschoolers means putting instructions in order using pictures, arrows, and games instead of typing code. The goal is to build step-by-step thinking in children aged 4-6. For example, a child places "walk 3 steps" and then "jump" in ScratchJr and watches the cat do exactly that. Swap the blocks and the result changes. From this simple experience the child learns that a computer only does what it is told, in the order it is told. They also learn to find the wrong step and try again, which programmers call debugging. At this age coding does not require reading, writing, or using a computer. Curiosity and a parent sitting nearby for 10-20 minutes are enough. Many children start with no screen at all, for example playing the human robot game in the living room.
The main benefits are ordered thinking, patience with mistakes, and spotting patterns. Children use the same skills when they learn to count and read. To build a sequence, a child has to think about the first step, the second, and the rest before pressing go. If the character stops in the wrong place, nothing bad happens. They find the wrong block and fix it. Over time this makes them more willing to stay with a problem they can't solve straight away. Pattern spotting grows too, as in "forward, turn, forward, turn". The same patterns show up in early maths, such as number sequences and colour patterns. The benefits are clearest when coding happens in short regular sessions, for example 15 minutes three times a week, rather than one long session now and then.
Yes. Code.org runs straight in the browser on a laptop, tablet, or phone, with no app to install. Its Pre-reader Express course is made for children aged 4-8 who can't read fluently yet. Your child can try the puzzles without an account. To save progress, a parent can create a free account. Kodable also has a browser version with a few free levels. ScratchJr and Lightbot Jr, on the other hand, have to be installed as apps on a tablet or phone. For preschoolers, browser games are easiest on a laptop, or on a tablet turned sideways. On a phone, buttons and blocks feel tiny and children get frustrated quickly. A stable internet connection matters as well, because an online game stops if the signal drops halfway through a puzzle.
Children can start exploring coding at 4 through screen-free games, then move to apps such as ScratchJr at 5-6. Readiness matters more than the number on the birth certificate. Three and four year olds do well with arrow cards, floor robots like Bee-Bot, or the human robot game. The WHO advises no more than 1 hour of sedentary screen time a day at ages 3-4, so screen-free play is the safer start. By 5-6, most children can drag blocks on a tablet and focus for 10-15 minutes, which is enough for visual apps. Easy signs to check: your child follows 2-3 step instructions, likes puzzles or building blocks, and doesn't quit right after a mistake. At Algonova, coding classes start at age 5 in the Coding Knight program.
No. Coding apps for preschoolers such as ScratchJr, Code.org Pre-reader Express, and codeSpark use icons, arrows, and colours, so children who can't read can still play. ScratchJr commands are picture blocks: an arrow to walk, a symbol to jump, and a green flag to start. Children only need to recognise the pictures and put them in order. Code.org even calls its course for non-readers Pre-reader, with short videos instead of written hints. What matters more than reading is following an order and knowing directions. If your child knows forward, back, up, and down, they can begin. Reading often benefits too, because children get used to paying attention to symbols and to the left-to-right order on the screen. With a 4-year-old, read the short hints aloud and let them choose the blocks themselves.
Some can. Lightbot Jr and codeSpark are available on Android phones, and Code.org opens in a phone browser. ScratchJr is designed for tablets, so it won't install on many phones. The main problem with phones for preschoolers is screen size. Children aged 4-6 are still learning to drag things accurately, and small blocks on a 6-inch screen often slip. The child then gets upset with their fingers rather than the puzzle. If a phone is all you have, turn it to landscape and sit next to your child to help. Before installing anything, check your Google Play settings: turn on purchase approval and switch off in-app purchases. This stops a child from buying a paid pack by accident while tapping bright buttons on the screen.
The easiest way is the human robot game and arrow cards: your child gives step-by-step commands, and you carry them out exactly as spoken. For the human robot, put a toy at the far end of the room. Your child gives commands such as "forward 3 steps, turn right, forward 2 steps". You walk exactly as told, even when the command is wrong, and your child fixes the order. For arrow cards, cut 10-15 cards from cardboard and ask your child to lay them out as a path on the floor. Other games to try are continuing a bead pattern and putting morning routine picture cards in order. All of them practise what coding apps teach, without adding screen time. Play for 10-15 minutes and stop while your child is still enjoying it.
Kindergarten coding covers putting commands in order, directions, repeating patterns, cause and effect, and fixing mistakes. All of it is taught through stories, animation, and games rather than theory. In an app like ScratchJr, children start by moving one character, then add sounds, backgrounds, and a second character. Next they learn repetition, for example making a character jump 5 times with a single block. Later they build a short story with several scenes. In Algonova's kindergarten coding classes, the Coding Knight program for ages 5-6 uses ScratchJr to make animations and interactive stories in 45-minute sessions. From around age 7, children can move on to Scratch, once they read more fluently and are ready to build simple games. Parents see the finished project at the end of each lesson, which makes it easy to ask your child about it at home.
Coding classes at Algonova start from Rp 102,000 per lesson. The first session is a free 60-minute master class, so parents can see how the lessons work before deciding. The final price depends on the class format and the number of sessions per week. There are Private classes for one child, Mini classes for 2-4 children, and Group classes of up to 10. Group is the most affordable and Private the most intensive. All classes are live online with a teacher, so your child learns from home on a laptop or tablet. During the master class your child builds a first small project and the teacher assesses their readiness. Afterwards parents get a suggested learning path along with the schedule and pricing. Algonova has taught more than 1,000,000 students in 97 countries.
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