What this site does and doesn't do
Every game here runs entirely in the browser. Nothing about your child is saved — no scores, no names, no progress, no cookies, no accounts. Close the tab and it is gone. That is deliberate, and it has one consequence worth knowing: a child cannot pick up where they left off. Where a game has difficulty levels, they are chosen rather than earned, so you can put a child straight back where they were.
You can also add the games to a phone or tablet home screen, and they will work with no internet at all — on a plane, in a car, anywhere. Installing saves a copy of the games themselves onto the device; it still saves nothing about your child.
There are no ads and no third-party scripts of any kind, so nothing follows your child around the internet afterwards. Games work offline once loaded and need no installation.
Some games teach a specific skill. A few are simply fun — the table says which is which, honestly.
🔤 Reading & Letters
| Game | Age | Time | What it practises |
|---|---|---|---|
| 2+ | ~5m | Eight farm animals’ names and sounds: a voice asks “Where’s the cow?”, the cow moos, and the child taps it. A wrong animal says who it is (“That’s the pig. Oink!”), so every tap is a new word. Two animals at first, up to four. | |
| 3+ | ~10m | How to form all 26 letters (capital and lowercase) and the numbers 1–20 — plus what each letter sounds like, and how much each number is, shown on a ten-frame. | |
| 3+ | ~5m | Writing their own name, letter by letter, with the guide fading as they get it. | |
| 5+ | ~10m | Building three-sound words letter by letter from a picture, then blending them — the step between knowing letters and reading words. | |
| 5+ | ~3m | Finding numbers or letters in order, quickly — recognising the symbol, not just reciting the sequence. | |
| 7+ | ~10m | Word classes — nouns, verbs, adjectives, adverbs — by choosing which kind of word each blank needs, then seeing one swapped word change the whole story. | |
| 7+ | ~10m | Spelling and letter patterns — rebuilding a word from jumbled letters with a meaning clue. | |
| 7+ | ~10m | Word order and sentence structure, with a written grammar explanation for every sentence — including the ones they get wrong. | |
| 14+ | ~5m | Vocabulary and deduction — narrowing thousands of five, six and seven-letter words down with each guess. |
🔢 Numbers & Maths
| Game | Age | Time | What it practises |
|---|---|---|---|
| 3+ | ~10m | How to form all 26 letters (capital and lowercase) and the numbers 1–20 — plus what each letter sounds like, and how much each number is, shown on a ten-frame. | |
| 3+ | ~10m | Counting to 20, reading quantities on a ten-frame, number bonds to ten, and first addition and subtraction with objects to count. | |
| 3+ | ~5m | Number order 1–20 and steady mouse or finger control, with a picture as the reward. | |
| 5+ | ~3m | Finding numbers or letters in order, quickly — recognising the symbol, not just reciting the sequence. | |
| 5+ | ~10m | Adding and taking away within 10 and 20 by hopping along a number line: counting on, counting back and crossing ten, then guessing where a hop will land and how far away a friend is. | |
| 5+ | ~5m | Quick recall of number facts while racing: counting to 10, adding to 10, adding and taking away to 20, and the 2, 3, 4, 5 and 10 times tables, picked out at answer gates. Every answer is shown after the gate, so a splash of mud still teaches the sum. | |
| 7+ | ~10m | Telling the time on a real clock face. Dragging the minute hand moves the hour hand at a twelfth the speed, so the gearing is something you feel. | |
| 7+ | ~10m | Missing-number equations, number sequences and logic puzzles, with a worked explanation when an answer is wrong. | |
| 7+ | ~10m | Odd and even, times tables 2–10 and number bonds to 10, 20 and 100, by hopping only on stones that fit the rule and planning a route across the pond. A wrong stone explains itself before you try again. | |
| 14+ | ~10m | Doubling and powers of two, plus planning several moves ahead under a shrinking board. | |
| 14+ | ~15m | Projectile motion as taught at GCSE and A level: choosing a launch angle and speed, then checking the measured time of flight, highest point and range against R = v² sin 2θ / g and the other formulas worked out with your own numbers. Walls, raised platforms, complementary angles, the Moon, Mars and a heavy planet, and a three-shot round with narrow targets; predict the range first for a bonus within 5%. | |
| 14+ | ~15m | The GCSE skill of plans and elevations: reading a plan, a front elevation and a side elevation and building a cube shape that matches all three, with a live tick for each view. Later levels ask for the fewest cubes a set of views allows, and a quick quiz asks which drawing is which view. | |
| 14+ | ~10m | Nets of 3D shapes: which of the 35 six-square shapes fold into a cube (11 do), which faces end up opposite, the dice rule that opposite faces add up to 7, and nets of pyramids, prisms, tetrahedra and cuboids. Every chosen net folds up in 3D, so a wrong answer shows its doubled-up faces or open side instead of just a cross. |
✍️ Writing & Fine Motor
| Game | Age | Time | What it practises |
|---|---|---|---|
| 2+ | ~5m | The straight lines, curves and zigzags that come before letters. Three help levels: full guide, faded guide, then no guide at all. | |
| 3+ | ~5m | Drawing circles, squares, triangles and stars in one controlled stroke, with the guide fading away as it gets easier. | |
| 3+ | ~10m | How to form all 26 letters (capital and lowercase) and the numbers 1–20 — plus what each letter sounds like, and how much each number is, shown on a ten-frame. | |
| 3+ | ~5m | Writing their own name, letter by letter, with the guide fading as they get it. | |
| 3+ | ~5m | Number order 1–20 and steady mouse or finger control, with a picture as the reward. |
🧩 Logic & Puzzles
| Game | Age | Time | What it practises |
|---|---|---|---|
| 3+ | ~5m | Visual memory and concentration — holding a picture and its place in mind while looking elsewhere. | |
| 3+ | ~5m | Watching and remembering: following a hidden friend as the flowers slide around, then finding it. It gets trickier only as the child gets it right, and a wrong flower just holds a surprise. | |
| 5+ | ~10m | Sorting into two groups — living or not, odd or even, vowel or consonant, sinks or floats — and reading why on every single card. | |
| 5+ | ~3m | Thinking one move ahead, blocking, and taking turns. | |
| 5+ | ~3m | Spotting a pattern in an opponent’s choices — a first taste of prediction. | |
| 5+ | ~10m | Planning ahead: pebbles can only be pushed, never pulled, so a careless push can wedge one in a corner. 18 levels from one pebble to three, every one checked solvable by computer, with undo, restart and a hint that knows the way. | |
| 7+ | ~15m | Planning a sequence of steps, then fixing the one that went wrong — a crash keeps the program so the child debugs rather than restarts. | |
| 7+ | ~10m | Missing-number equations, number sequences and logic puzzles, with a worked explanation when an answer is wrong. | |
| 7+ | ~15m | Planning a route that covers every line without lifting your finger — 36 puzzles, each proven solvable. | |
| 7+ | ~10m | Odd and even, times tables 2–10 and number bonds to 10, 20 and 100, by hopping only on stones that fit the rule and planning a route across the pond. A wrong stone explains itself before you try again. | |
| 7+ | ~10m | Planning several moves ahead and working backwards from the goal: on ice you slide until a rock stops you, so the route to the fish has to be thought through. 18 levels, each with its fewest-slides target, all checked solvable by computer, with undo, restart and hints. | |
| 14+ | ~10m | Doubling and powers of two, plus planning several moves ahead under a shrinking board. | |
| 14+ | ~10m | Deduction from limited information — proving where a mine must be rather than guessing. | |
| 14+ | ~20m | Constraint reasoning and elimination. Every puzzle has exactly one solution, so correct logic is never punished. | |
| 14+ | ~5m | Vocabulary and deduction — narrowing thousands of five, six and seven-letter words down with each guess. | |
| 14+ | ~15m | The law of reflection (angle in = angle out) and the spatial reasoning to follow a beam through several bounces: turn mirrors and splitters so laser beams light every crystal at once, with double crystals and red, blue and purple light in the later groups. 24 levels, each checked by computer to have one answer, with undo, reset and solver hints. | |
| 14+ | ~10m | Reading a notation (U, D, L, R, F, B, and ′ for anticlockwise) and working backwards: a scramble of up to 10 twists is undone by reversing the order and flipping each twist. It also builds 3D spatial reasoning, keeping track of the faces as the whole cube turns. | |
| 14+ | ~15m | Planning several moves ahead and reasoning backwards from the goal: which log has to move before that one can? 36 levels from warm-up to expert, each with its fewest-moves target proved by computer, with undo, restart and hints from a real solver. | |
| 14+ | ~15m | Covalent bonding as taught at GCSE: how many bonds each atom makes (H 1, Cl 1, O 2, N 3, C 4), single, double and triple bonds, and turning a formula into a structure, with isomers told apart (ethanol and methoxymethane are both C₂H₆O). Each finished molecule relaxes into its VSEPR shape and names its bond angle, so shapes of molecules come for free. | |
| 14+ | ~15m | Boolean logic for GCSE Computer Science: reading truth tables, what AND, OR, NOT, XOR, NAND and NOR do, De Morgan’s laws, building any gate from NAND, and real circuits such as half and full adders, a multiplexer and a comparator. Every level is checked solvable by computer, with undo, solver hints and a gate guide. | |
| 14+ | ~15m | The GCSE skill of plans and elevations: reading a plan, a front elevation and a side elevation and building a cube shape that matches all three, with a live tick for each view. Later levels ask for the fewest cubes a set of views allows, and a quick quiz asks which drawing is which view. | |
| 14+ | ~10m | Nets of 3D shapes: which of the 35 six-square shapes fold into a cube (11 do), which faces end up opposite, the dice rule that opposite faces add up to 7, and nets of pyramids, prisms, tetrahedra and cuboids. Every chosen net folds up in 3D, so a wrong answer shows its doubled-up faces or open side instead of just a cross. |
🌍 World & Science
| Game | Age | Time | What it practises |
|---|---|---|---|
| 2+ | ~5m | Hearing a colour’s name and finding it among big 3D balloons: red and blue first, then yellow, green, orange and purple as the child gets them right first time. A wrong balloon says its own colour, so every tap teaches. | |
| 2+ | ~5m | Eight farm animals’ names and sounds: a voice asks “Where’s the cow?”, the cow moos, and the child taps it. A wrong animal says who it is (“That’s the pig. Oink!”), so every tap is a new word. Two animals at first, up to four. | |
| 5+ | ~10m | Sorting into two groups — living or not, odd or even, vowel or consonant, sinks or floats — and reading why on every single card. | |
| 7+ | ~10m | Countries, capitals and flags across 30 countries — wrong answers all come from the same continent, so guessing by region no longer works. | |
| 14+ | ~10m | Chemistry, physics, biology and space — 137 questions, each with an explanation that stays on screen until you move on. | |
| 14+ | ~15m | The law of reflection (angle in = angle out) and the spatial reasoning to follow a beam through several bounces: turn mirrors and splitters so laser beams light every crystal at once, with double crystals and red, blue and purple light in the later groups. 24 levels, each checked by computer to have one answer, with undo, reset and solver hints. | |
| 14+ | ~15m | Covalent bonding as taught at GCSE: how many bonds each atom makes (H 1, Cl 1, O 2, N 3, C 4), single, double and triple bonds, and turning a formula into a structure, with isomers told apart (ethanol and methoxymethane are both C₂H₆O). Each finished molecule relaxes into its VSEPR shape and names its bond angle, so shapes of molecules come for free. | |
| 14+ | ~15m | Projectile motion as taught at GCSE and A level: choosing a launch angle and speed, then checking the measured time of flight, highest point and range against R = v² sin 2θ / g and the other formulas worked out with your own numbers. Walls, raised platforms, complementary angles, the Moon, Mars and a heavy planet, and a three-shot round with narrow targets; predict the range first for a bonus within 5%. | |
| 14+ | ~15m | Boolean logic for GCSE Computer Science: reading truth tables, what AND, OR, NOT, XOR, NAND and NOR do, De Morgan’s laws, building any gate from NAND, and real circuits such as half and full adders, a multiplexer and a comparator. Every level is checked solvable by computer, with undo, solver hints and a gate guide. |
🎨 Creative & Free Play
| Game | Age | Time | What it practises |
|---|---|---|---|
| 3+ | ~5m | Mixing red, green and blue light to match a target colour — an early feel for how colour is made. | |
| 3+ | open | Free drawing. No goals, no score — a blank page, colours, and a download button. | |
| 7+ | ~10m | Word classes — nouns, verbs, adjectives, adverbs — by choosing which kind of word each blank needs, then seeing one swapped word change the whole story. |
⚡ Speed & Coordination
| Game | Age | Time | What it practises |
|---|---|---|---|
| 5+ | ~3m | Reaction speed and hand-eye coordination. No academic content — this one is for fun and for tired afternoons. | |
| 5+ | ~3m | Finding numbers or letters in order, quickly — recognising the symbol, not just reciting the sequence. | |
| 5+ | ~3m | Reaction time and impulse control — some things you tap, one thing you must not. | |
| 5+ | ~5m | Quick recall of number facts while racing: counting to 10, adding to 10, adding and taking away to 20, and the 2, 3, 4, 5 and 10 times tables, picked out at answer gates. Every answer is shown after the gate, so a splash of mud still teaches the sum. |