Apps are becoming increasingly important in nearly all areas of societal life, including education. However, up till now critical research has hardly ever undertaken up-close analyses of educational apps. This presentation provides an extensive analysis of one ‘learning to code’ app, developed by Google, called Grasshopper. Drawing on the field of Science and Technology Studies, the presentation proposes a theoretical framework that situates app analyses at the intersection of apps’ ecologies, technologies, subjectivities and learning regimes. In doing so, the presentation examines 'learning to code' through its concrete sociomaterial practices, and the specific algorithmic practices and processes of user configuration that are employed in order to bring about such learning.