Teaching with App Maker

For computer science and technology teachers, co-op leaders and parents. One period to turn a starter into an app of their own. A second to give it a number and a rule, read the code, and let someone else try it.

Using this with a class? Make a free class and add your students yourself: each gets a username and password, with no email or Google account needed. Or give them one join code. Using Google Classroom? Post the link there; with a free class, the link also puts each student in your class, so you see their work. mytekDev is also available from the Google Workspace Marketplace, so your school's Google admin can install it for everyone.A first lesson: One period: open the Quiz starter, change it into a quiz of your own, and try it. A second period: add a number and a rule (a score that sends the player to a You win screen), read the rule in See the code, and trade apps with a partner to test them.

Set up a free class Share to Google Classroom
Put this on your class site

Students can use App Maker right on your page, with no account. What they make stays on that page; to keep their work, they make a free account.

Google Sites: Insert, then Embed, then By URL, and paste this address.

https://mytekdev.com/try/appmaker?embed=1

Canvas, a blog, or any page that takes HTML: paste this code where you edit the page as HTML.

<iframe src="https://mytekdev.com/try/appmaker?embed=1" width="100%" height="640" style="border:0" allow="fullscreen" title="App Maker demo from mytekDev"></iframe>

About these notes

App Maker is a drawn phone and a box of parts. A student puts words, buttons, pictures and other parts on the phone, adds screens, and tells each button where to go. Try it turns the drawing into the working app. Later they add numbers the app remembers, rules that read as sentences, sounds and timers, and they can read the code App Maker wrote from what they built.

There is no worksheet, answer key or teacher setup in the app yet. These notes give the questions to ask instead.

The app is new and marked Alpha on the site. Parts of it may change.

Two periods

Period 1: an app is screens, and buttons that go between them.

Period 2: an app can remember, and decide.

What students get wrong, and where the app answers it

Students often thinkWhere the app answers it
An app is one picture that changesThe cards under the phone. Every screen is its own card, and a button has to be told which one to go to.
The app knows what I meantTry it. A button with Then go to: Nowhere does nothing, however obvious the intent was.
A button is a picture you tapThe button's panel. A button is the place where the app's steps live: change a number, play a sound, go somewhere.
The score is on the screenNumbers the app remembers, with nothing picked. The number exists whether or not any words show it. {score} in some words is only a window onto it.
It checks the score all the timeBut if, on a button. The check happens when that button is tapped, after its steps, and at no other time.
Code is something else, somewhere elseSee the code with a button picked. The highlighted lines are the same three sentences.
If it works for me it worksA link on someone else's phone, or a neighbor in the seat. They tap things the maker never did.
The app remembers everythingThe chip beside each number: Starts again each time, or Kept on the phone. Close the app and open it to see the difference.

One to watch for: students put {score} in words before making a number called score, and see the braces on the phone. That is the app saying it knows no number by that name.

The seven starters

StarterWhat is in itWhat it is good for
QuizFour screens: a title, one question with three answers, Right! and Not that oneScreens and buttons. The first app to change.
About meA page about a person, with a picture, words and a listLayout and looks. It asks for a nickname, not a real name, because a published app is public.
Choose your pathA short cave story where each choice goes to a different screenBranching. Students draw the map of screens before they build their own.
Club guideA home screen, a list of rules and a formLists, switches and Type-in boxes. Nothing typed in the form is sent anywhere, and the screen says so.
Tap counterA number that counts taps, a rule at 20, a second number that counts wins, two soundsVariables and a conditional in the smallest possible app.
DiceOne button that rolls 1 to 6 into a numberChance. Change it to 1 to 20, or add a rule for rolling a 6.
Hello youA Type-in box named name, and words that say Hello, {name}! when a button shows themInput, and showing and hiding a part.

A starter replaces what is on the phone. Undo brings the student's own app back.

What an app can do

In the appWhat it isWhere
Then go toNavigation: a button goes to a screen, or back one screenA button's panel
Numbers the app remembersVariables, numbers only, with a starting valueThe panel with nothing picked
Change a numberAdd, take away, or set to a value, when a button is tappedA button's steps
Roll a numberA whole number picked by chance between two values, both possibleA button's steps
But ifOne condition per button: when a number reaches a mark, go to a different screenA button's panel
Play a soundOne of eight short soundsA button's steps
Show or hide a partA button shows, hides or flips another part on its screen; any part can start hiddenA button's steps, and the bottom of any part's panel
A timerAfter some seconds a screen goes to another by itself; {time} shows the seconds leftThe panel with nothing picked
A named Type-in boxWords elsewhere show what was typed, as it is typedThe Type-in box's panel

A button holds up to four steps. They run from the top, then the But if is checked, then the button goes where it goes.

What the app leaves out, on purpose or for now

When a student asks for one of these, that is the moment to say what it is called. Wanting a loop is the best introduction to loops.

Sharing and safety

On a real phone, and taking it further

From the link, the app opens with nothing around it. On an iPhone, open the link in Safari, press Share (it may be under the three dots), then Add to Home Screen. On an Android phone, press the three dots in Chrome, then Install app or Add to Home screen. After that it has its own icon and name and opens with no signal.

Download the project saves the app as a folder: the whole app in one file that opens in any browser, and a README with steps for making an Android or iPhone project using free tools. Be plain with students about what this is. An Android build needs a Windows, Mac or Linux computer and an iPhone build needs a Mac; a school Chromebook can do neither. Putting an app in a store needs an adult's account and a fee, and Apple often turns away small apps. Nobody on our side has yet built one of these projects all the way to an installed app, so try it yourself before promising it to a class.

Standards

These are the 2017 codes, which the lesson plans use. App Maker does not meet 2-AP-12, which asks for nested loops and compound conditionals.

The 2026 CSTA PK-12 standards, published July 2026, use new identifiers and band grades 9 to 12 together:

In the 2026 standards, events are named only in the elementary bands. App Maker does not meet MS-PRO-VD-16 or HS-PRO-VD-16, which ask for several data types or data structures.

More help

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Page last reviewed November 2026.
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