The 'normal' is the direction the surface is facing. For instance the bottom of the brick has a normal of 0,-1(facing down).
After thinking again you may not need normal data if all your blocks are rectangular. When you detect a collision you can check yourself which side(face) has been hit.
If the collision is underneath the block, the bottom, then the ball y position will be less than the y position of the brick. Also the ball x position will be no more than half the brick width plus half the ball width away in either direction(left/right). This all presumes the sprites are positioned using the centre of the actual image.
If you get a collision and the x position of the ball IS more than half the width of the brick plus half the width of the ball away, then you know it's a side collision.
Hope that helps.
Here is a great youtube channel which explains how to do all this stuff from pure math:
Math for Game Developers