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CASE STUDIES

CHECK OUT HOW THESE CLASSES & ORGANIZATIONS USE BLOXMOB

Hackathon:
Central Texas Girl Scouts
Girl Scouts Story

After School & Summer Programs:
Latinitas - Empowering Young Latinas Through Media & Technology
Latinitas Story

Learning Agile Development Processes 
St. Gabriel's Catholic School
St. Gabriel's Story

Making an Impression:
Makers Faire Austin 2017
Maker Faire Story

Appathon Challenge:
Acton Academy
Acton Appathon Story

Hour of Code for the Entire High School:
Pflugerville High School
Pflugerville High Story

TEACHER & EDUCATOR QUOTES

READ HOW TEACHERS FEEL ABOUT THEIR BLOXMOB EXPERIENCE

- "The real power of Bloxmob is that it allows students to create personally meaningful apps, without the barriers of coding and syntax."

PATRICK BENEFIELD
STEAM & Makerspace Director
See Patrick's Story


Need

The Girl Scouts are continuously looking for a ways to engage their members with technology and science topics. They decided to host an all night hackathon event to encourage creativity and engage their scouts with technology.

Activity

Girls spent the night coming up with creative app ideas and building their ideas on the BloxMob platform. No preparation was required and no experience was needed by hosts.  They discussed their favorite apps as part of an ideation and then set out to build anything they imagined.

Results

Everyone left with their app on their phone! They were introduced to difficult programming concepts and topics at a simple, attainable level that encouraged further exploration of STEM subjects and projects.

DOWNLOAD CASE STUDY PDF


Need

The Latinitas are a non-profit organization that focuses on inspiring young Latinas to grow into healthy, confident, and successful adults. They were in need of additional resources to use during their camps that lend themselves to inspire creativity, encourage interest in technology, and excite them about STEM.

Activity

Latinitas puts on summer camps and decided to incorporate BloxMob into their camps each week. Each camp has a different theme, focusing on everything from personal health and history to science and technology. BloxMob was first introduced during their camps this summer. 20 teens built apps focused on their interests within the camp theme.

Results

Each of the participants reported having a great time learning about the platform, as well as using it to create their envisioned app. The campers received a simple introduction into the technology and programming space, and were able to express their creativity in the process.

Testimonial

One of the mothers had this to say:

“Thank you for the wonderful experience you have provided my daughters. I would like to take the time to thank you, for this experience you have provided my daughters, it is something they will remember. They have learned so many things and had a great experience. Thank you for your generosity, that has meant a lot to me and my girls. Thank you.” -Maria


DOWNLOAD CASE STUDY PDF


Event

The Austin Maker Faire is a gathering of curious people who love to learn. The Maker Faire acts as a place for people to display their hobbies and ideas in a family environment. Students, educators, and the public attend the event and participate in interactive displays and see what Austin creators have to offer.

Activity

BloxMob was asked to present on the main stage and invited to set up an interactive display at the Austin Maker Faire. BloxMob had their platform running on several laptops for attendees to use and build apps. Individuals could test the platform and build apps for their family and friends to use.

Results

Before the event, the BloxMob platform was used to build an app for the Maker Faire. The app served as a guide for attendees to navigate the fair and see a list of the interactive displays. Of the 200 people that interacted with the platform and built apps, over 300 apps were built.

Grandparents who brought grandchildren got to observe them build an app. Families were working together and several apps were built to allow families to chat and share pictures privately. Others built apps to share fun quizzes with their friends and apps to rate movies amongst their friends.

Everyone walked away with their app on their phone!


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Need

Educators at Pflugerville High School were in search of a way to engage more students with technology and STEM subjects. Educators also wanted to increase enrollment in technology classes that were being offered as electives.

Activity

The educators and administrators turned to BloxMob and Hour of Code to increase student engagement and increase awareness of the campuses new technology classes. During these events students engaged in activities including using BloxMob. Students spent time familiarizing themselves with the platform for the first part of the activity, and then went to work building their own apps, and experimenting with the platform.

Results

Pflugerville High School has seen a strong growth of their computer science program over the past few years. The program has doubled over two years, and the number of students selecting computer science electives has since tripled.

Testimonial

Mr. David Polansky, a teacher at Pflugerville who primarily teaches computer science classes has this to say. “I know for a fact it works because I have students in my classes now who attended the event last year. computer science can seem daunting at first, but once students are introduced to the basics they get excited with the possibilities.”

DOWNLOAD CASE STUDY PDF


Need

The 8th-12th graders of Acton Academy are self driven and are always looking for new ways to find their callings and show the world what they can do. The Acton Academy students wanted to host an "Appathon" for teens in Austin, TX to give local teens a chance to work collaboratively and to use technology and entrepreneurial skills to solve problems.  


Activity

The students helped design a week long Appathon using the BloxMob mobile app building platform. They set up a website, created app categories, determined judging criteria for the apps, and invited teens from around the city to compete. 

With over 35 teams competing for prizes donated by the community, the students built, shared and demonstrated their apps to 4 volunteer judges from the Austin tech community. 

Judges scored the apps and awarded prizes for best user experience, most creative, and best problem solver app.


Results

All participants gained skills in problem solving and in designing a meaningful app geared towards Productivity, Strategy & Social Games, and Community Impact. The Appathon gave teens the opportunity to create real, working apps and to receive feedback from the community on how to optimize their app designs.  

DOWNLOAD THE CASE STUDY PDF


common sense


COMMON SENSE RATING


Possibilities abound! Teachers can create custom apps for their own communication and classroom-management purposes with BloxMob.

See Full Review and Supported Next Generation Science Standards.


AGILE DEVELOPMENT TAUGHT IN 7TH GRADE

IT'S NEVER TOO YOUNG TO START LEARNING BEST PRACTICES

These 7th graders created the winning app for a project-based competition to develop an app for the school's Admissions team. 

This project was the result of a collaboration between science teacher Beth Griesmer and the school's STEAM Director, Patrick Benfield integrating several key concepts including Design Thnking, Agile Development, Mobile App Development and Scientific Inquiry.  

Design Thinking - 

The popular  human-centered model, developed by Ideo and Stanford d.school, that features a bias towards action, empathy, iteration, and rapid prototyping.

Agile (aka Scrum) - 

The industry standard for software development and project management, elements of which are in use in other design fields.  

Students meet in a stand up environment every other day with assigned roles and responsibilities including scrum master, designers, developers and content creators.  Each member of the teach made commitments on a regular basis to deliver the assigned and agreed upon task allowing each member of the team to rely on each other's commitments.  
Students are now able to apply the skill of Agile outside of computer science projects to other school related requirements and activities.  



Mobile App Development - 

Including experiences with wireframing & UX/UI, data science and analytics.

Scientific Inquiry and Experimental Design - 

Embedded in each stage of the design process, the students conducted field work, analyzed data, and tested the various iterations of the apps.

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