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Tynker

Tynker is an American company that develops a platform designed to teach children and teenagers aged 5 to 18 how to program through interactive, game-based lessons and activities. Founded in 2012 in , by Krishna Vedati, Srinivas Mandyam, and Kelvin Chong, Tynker emphasizes visual, block-based coding that progresses to text-based languages like and , fostering skills in problem-solving, creativity, and fields. The platform offers over 5,000 award-winning courses covering topics such as , , , and , with tools for building games, apps, and animations. It is accessible via web browsers, mobile apps, and integrations with devices like robotics, and includes features like a moderated community for sharing projects and teacher resources for classroom use. Tynker has served more than 100 million students and thousands of schools globally, earning recognition including the Academics' Choice Smart Media Award and partnerships with organizations like , Apple, and . In 2021, Tynker was acquired by the Indian edtech company for $200 million to expand its presence in the U.S. market. In June 2025, amid bankruptcy proceedings, Tynker was sold to for $2.2 million. Since its launch of the first course in 2013—inspired by Vedati's experiences as a parent seeking better tools for his child's education—Tynker has raised significant venture , including $3.5 million in its early stages from investors like and 500 Startups.

History

Founding and early development

Tynker was founded in 2012 in , by Krishna Vedati (CEO), Srinivas Mandyam (CTO), and Kelvin Chong (Chief Architect). The three co-founders brought extensive prior experience in the technology industry, including Vedati's role as Senior Vice President and General Manager of Interactive's Consumer Division, Mandyam's positions as co-founder of mobile startups Plusmo and Covigo (later acquired by and , respectively), and Chong's background in engineering leadership. The company's origins stemmed from the founders' personal motivations as parents, particularly Vedati's frustration with the lack of accessible tools for young children, who were increasingly immersed in technology as passive users rather than active creators. This inspiration led to the initial concept of a visual programming designed for kids aged 5 to 18, emphasizing intuitive, block-based puzzles to teach coding fundamentals without the hurdles of , while paving the way for progression to text-based languages. In 2013, Tynker raised $3.25 million in seed funding from prominent investors including (NEA), 500 Startups, and Felicis Ventures, providing the resources to refine its early offerings. Development efforts centered on fun, game-like experiences to engage young learners, culminating in the launch of the platform's first course that year, which honored as the world's first computer programmer through an inventive character narrative.

Launch and growth milestones

Tynker officially launched on April 11, 2013, as a web-based visual platform designed to teach programming skills to children aged 5 to 12 through interactive puzzles and games. The platform debuted with Tynker for Schools, providing educators with ready-to-use curricula to integrate into classrooms, followed shortly by Tynker for Home in August 2013 to extend learning to personal devices. By early 2014, Tynker had already gained traction, with over 8,000 schools and millions of students using the platform. In 2014, Tynker advanced its offerings by introducing building capabilities, enabling young users to create and publish customized apps for both and devices using visual blocks. This milestone coincided with the launch of its app in March, which expanded access to over 130 coding puzzles focused on and algorithmic thinking. Growth accelerated through strategic partnerships starting in 2015, including collaborations with for after-school coding classes and Sunburst Digital to distribute Tynker's curriculum to K-12 educators. By 2016, Tynker integrated popular gaming elements with the addition of Minecraft modding tools, allowing children to code custom modifications, skins, and behaviors within the game environment. The platform further evolved in 2017–2018 with features for drone programming and ; in January 2017, Tynker launched drone coding courses in partnership with , enabling users to program mini-drones for aerial missions, while the 2018 release of Tynker Junior introduced intuitive robot programming for early learners using tilt and tap events. These enhancements supported Tynker's curriculum expansion, culminating in over 5,000 interactive lessons by 2020 that covered topics from basic blocks to advanced applications. Tynker's user base saw significant expansion pre-acquisition, reaching over 60 million students and adoption in more than 100,000 schools worldwide by 2021, with a strong emphasis on K-12 creative coding programs. This growth was driven by integrations with beloved franchises like Mattel’s Hot Wheels and Monster High starting in 2015, which introduced themed coding challenges to millions of young learners.

Acquisition by BYJU'S

In September 2021, Indian edtech company acquired Tynker, a U.S.-based K-12 platform, in a cash-and-stock deal valued at $200 million. The acquisition was strategically aimed at bolstering presence in the U.S. market for K-12 education, providing access to Tynker's established user base of over 60 million students and 100,000 schools. For Tynker, the deal offered resources for global expansion, enabling it to leverage international infrastructure to reach more children, educators, and institutions worldwide. Tynker's co-founders—Krishna Vedati, Srinivas Mandyam, and Kelvin Chong—retained their leadership positions immediately following the acquisition to ensure continuity in operations and mission. In June 2022, Vedati transitioned to the role of President of Global Growth and Strategic Initiatives at , while Mandyam assumed the CEO position at Tynker and Chong continued as . Post-acquisition, Tynker integrated aspects of its platform with broader ecosystem while maintaining semi-independent operations under its original branding and leadership structure. This arrangement facilitated enhanced global distribution without immediate structural overhauls. Under ownership, Tynker experienced accelerated international growth, reaching a milestone of over 100 million students, 150,000 schools, and 160 million apps created by May 2023. In June 2025, amid and related U.S. proceedings initiated by creditors, Tynker was sold in a court-approved to , a Chicago-based K-12 education company, for $2.2 million in cash.

Platform and features

Core functionality and coding tools

Tynker's core functionality revolves around a visual block-based environment designed for young learners, where users colorful blocks to construct programs without dealing with syntax errors. This approach introduces fundamental programming concepts such as , loops, conditionals, and variables through intuitive, puzzle-like interfaces that emphasize problem-solving over rote . The platform employs a progressive learning model that guides users from block-based to text-based languages, enabling a seamless transition after mastering visual elements. Once comfortable with blocks, learners advance to writing code in and , with built-in bridges that map visual constructs to textual equivalents for reduced intimidation. Key tools within Tynker include puzzle-solving challenges that present real-world scenarios to apply skills, real-time features that highlight errors and suggest fixes interactively, and project sharing/publishing options that allow users to upload creations to a moderated for and inspiration. These elements foster iterative development and collaboration in a safe . In , Tynker introduced Copilot, an LLM-powered companion that assists young coders with features like code suggestions and explanations. For advanced users, Tynker incorporates capabilities like introductory and modules using to teach and predictive modeling basics, alongside / integrations for immersive simulations and hardware connectivity for controlling devices such as drones and Sphero robots. These extensions apply coding to tangible outcomes, such as programming flight paths or robotic movements. Expanded courses were added in 2024. Age-appropriate scaffolding ensures accessibility across ages 5 to 18, with embedded tutorials, contextual hints, and gamified progression systems featuring badges, leaderboards, and placement assessments to maintain engagement and adapt difficulty levels dynamically.

Curriculum and learning pathways

Tynker's curriculum comprises over 5,000 interactive lessons organized into categories such as , , , and creative arts, enabling learners to build skills through hands-on projects. These lessons progress from foundational concepts like sequencing and to advanced topics including algorithms and manipulation, with each category featuring guided tutorials and creative challenges. The platform's learning pathways are structured into progressive levels tailored to age groups, starting with beginner content for ages 5-7 using picture-based blocks in Tynker Junior to introduce through story-based puzzles. Intermediate pathways for ages 7-12 emphasize block coding to develop proficiency in variables, functions, and game creation, while advanced paths for ages 12 and older transition to text-based languages like and , covering real-world applications such as and . Upon completing levels, users earn certifications, including badges for individual lessons and formal certificates recognized by the for courses. Themed modules enhance engagement by integrating popular franchises and activities, such as where learners create custom worlds using block code, Barbie coding adventures that explore careers through interactive stories, and Hour of Code initiatives featuring puzzles with elements like and . These modules often incorporate narrative-driven experiences to reinforce concepts like problem-solving and creativity. Assessment features include built-in quizzes and interactive tests to evaluate after each or , alongside tracking tools that monitor development. and dashboards provide detailed overviews of completed activities, metrics, and next steps to support ongoing learning. Customization occurs through mechanisms, such as placement tests that allow users to skip introductory levels and adjust difficulty based on , ensuring personalized progression.

Products

Web-based platform

Tynker's web-based platform operates entirely in the , requiring no software downloads and running 100% in the for seamless access across devices. This device-independent design facilitates easy setup and use, particularly in educational settings, without the need for installations or hardware dependencies. The platform supports multi-user accounts tailored for families and classrooms, enabling parents to manage profiles for up to three children under a single subscription and teachers to roster unlimited students for group learning. Key features include a comprehensive of over 70 courses and 5,000 activities, accessible via a user-friendly that organizes content by skill level and topic. Recent additions include alignments with courses and expanded STEM tracks. Users can showcase their coding projects in the Tynker Community Gallery, a moderated for publishing, remixing, and discovering creations from peers worldwide, fostering creativity and inspiration. Integration with learning management systems like allows educators to import classes, assign activities, and track progress effortlessly, enhancing classroom workflow. The user experience emphasizes accessibility on desktops and laptops through a responsive that adapts to various screen sizes, ensuring smooth and sessions. Collaborative tools enable group work, such as commenting on shared projects and remote editing, promoting teamwork in virtual environments. Pricing follows a model, with basic free access limited to introductory lessons and puzzles, while premium tiers—Quarterly at $18 per month ($54 billed quarterly), Yearly at $15 per month ($180 billed annually), and Lifetime at $468 one-time—unlock full features, including advanced courses and certifications for up to three users. Subscriptions can be canceled anytime with a 30-day . Security and privacy are prioritized through COPPA compliance, mandating verifiable before collecting from children under 13 and limiting information gathering to essentials. allow guardians to review account activity, view messages and assignments, and disable community sharing features. The platform implements physical, technical, and administrative safeguards, including and adherence to GDPR, to protect , with no behavioral advertising targeted at students. is shared only with parents, schools, or necessary service providers, and retained only as long as required.

Mobile applications

Tynker offers a suite of dedicated mobile applications designed to facilitate on portable devices, emphasizing for young learners. The primary apps include Tynker Junior, targeted at children ages 5-7 with picture-based through tap interfaces, voice instructions, and simple adventures like puzzles and creation; Tynker, aimed at ages 7-12, which supports block-based progressing to text languages like and for building games, apps, and animations; and Mod Creator, focused on ages 10 and up for , allowing users to design add-ons, skins, and custom worlds. As of November 2025, these apps are available on both and platforms, with Tynker Junior and Tynker accessible across both, while Mod Creator is primarily on . They incorporate offline mode for select puzzles and projects, enabling continued learning without internet connectivity, a feature introduced since the apps' launch in 2014. Touch-optimized interfaces ensure intuitive interactions, such as drag-and-drop blocks and gesture-based controls, while quick-start tutorials—over 200 in the Tynker app—guide users through initial activities. Unique capabilities include real-world integrations like drone control, where children can program physical drones using the app on or tablets to perform tasks such as flight patterns. The apps have garnered positive reception on app stores, with the iOS version of Tynker holding a 4.6-star rating from approximately 18,000 reviews and the Android counterpart at 2.4 stars from over 1,000 reviews, alongside more than 100,000 downloads on Android. Since 2014, they have enabled direct app building and publishing on devices, allowing kids to create and share custom projects without needing a computer. Premium content, including advanced courses and unlimited access, requires in-app purchases via subscription plans, with prices varying by platform and duration (e.g., starting at $6.99 monthly on Android or $29.99 on iOS). Compared to the web platform, mobile apps offer reduced course depth, with around 1,000 activities versus over 5,000 on the full site, prioritizing on-the-go portability over comprehensive curriculum integration.

Educational impact

Adoption in schools and usage statistics

Tynker has seen widespread adoption in educational settings, particularly in the United States, where its curriculum is utilized in one in three K-8 schools as of 2023. Globally, the platform reaches over 150,000 schools, supported by educator-focused tools such as award-winning lesson plans, automatic grading systems, metrics dashboards for progress tracking, and classroom management features that simplify implementation. Usage statistics highlight Tynker's scale, with more than 100 million students having engaged with the platform and over 160 million coding apps created by 2023. These figures reflect steady growth, including a surge during the when 32,000 new teachers from 9,000 schools in 122 countries adopted its remote learning resources. Following its 2021 acquisition by , Tynker expanded its international presence, maintaining availability in over 150 countries while prioritizing English-speaking users worldwide. In 2025, amid financial difficulties and U.S. bankruptcy proceedings, Tynker was acquired by for $2.2 million. Demographically, Tynker's user base is predominantly U.S.-centric, driven by its deep integration into K-12 systems, though it serves a global audience across 150 countries with a focus on ages 7-14, with usage in both classroom environments through school licenses and at home or in homeschool settings, as evidenced by dedicated home plans and parent registrations. Impact metrics demonstrate Tynker's role in enhancing education, with partnerships including Google Education, the for curricula, and school districts such as Fort Worth ISD and Owensboro Public Schools to integrate coding into programs. Research studies indicate improvements in problem-solving and ; for instance, a 2023 analysis found Tynker effective in boosting early learners' coding skills, engagement, and confidence, while a 2025 comparative study showed significant gains in coding proficiency compared to similar tools. Challenges in accessibility persist, particularly in low-resource areas with limited or device access, but Tynker addresses these through free tiers including self-paced coding courses, Hour of Code activities, and available to schools and families worldwide.

Awards and recognition

Tynker has garnered numerous awards for its innovative approach to for children. In 2015, it received the Parents' Choice Gold Award, recognizing its engaging visual programming tools that make accessible to young learners. The platform was also named a Cool Tool by EdTech Digest in 2014, praised for successfully introducing introductory to students through an intuitive online interface. Additionally, Tynker has been selected as a top tool by Education, earning a 4-out-of-5-star rating and inclusion in of best resources for elementary students due to its variety of creative, block-based activities. The platform benefits from endorsements by key educational organizations. It aligns with ISTE standards for and has been endorsed by the as a provider for . Tynker is also a regular participant in Hour of Code events, offering annual one-hour tutorials that introduce millions of students worldwide to programming basics through gamified challenges. Critical reception has been largely positive, with reviewers highlighting Tynker's engaging interface and progression from visual blocks to text-based . A 2021 review in Tech & Learning commended its game-based courses for fostering creativity and problem-solving in K-12 students. EdSurge has featured Tynker in discussions on elementary curricula, noting its structured yet flexible approach as a strong option for school implementation. The platform holds an average user rating of 4.6 out of 5 stars on the Apple , based on over 17,000 reviews, reflecting high satisfaction with its interactive lessons. In 2023, Tynker celebrated a major milestone, announcing that over 100 million students had used the platform across 150,000 schools, underscoring its widespread impact on . It has also been recognized for efforts to promote diversity in , particularly through initiatives celebrating women and girls in , such as dedicated courses and blog series highlighting female role models. While overwhelmingly positive, some reviews note occasional criticisms regarding subscription costs, which can range from $10 to $25 per month depending on the plan, potentially limiting access for some families; however, free introductory content and licensing options enhance overall accessibility.

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