73 games
A dusk canyon, a copper sled, and a dusk-plum pack racing for the mesa. An integer sum such as −6 + 14 sits above the wash. Tap the clay marker that is the true total. A correct glide surges you up the gorge. A miss lets the pack close in and costs a grip. First to the mesa wins. Built for seventh-grade integer addition.
A dusk arena, a hoop, and numbered balls on the floor. An equation such as x × 4 = 12 sits above the court. Tap the ball that is x. A make flies to the rim. A miss clanks and costs a life. Three misses end the run. Built for fifth-grade one-step equations.
A soot forge, three clay kilns, and a slate of two- or three-digit addition. Pour both place digits into the current kiln. If the melt hits ten or more, skim a ten to the next kiln. If it stays under ten, stamp the digit. Work ones, then tens, then hundreds. Built for third-grade multi-digit addition.
Tap two glowing lanterns whose numbers add to 10. They pop, the well settles, and a new row rises from below. Clear pairs fast before the lanterns overflow. Levels speed up the rise so addition facts have to stay automatic.
Hop Pip the toad across a dusk marsh. A fact such as 5 × 3 sits above the water. Leap only onto lily pads that show the product. Pads drift, so you time the jump. Space or the hop button moves forward; arrows step sideways. Three lives. Facts get faster after each crossing.
A dusk depot, brass-tagged crates, and a ticket that names a place. Four parcels sit on the bench. Tap the number that has the given ones, tens, or hundreds. A hit stamps the order. A miss costs a wax seal. Built for second-grade place value through the hundreds place.
A dusk lagoon, a mango manta, and an ink eel racing for a copper pearl chest. A one-step equation such as x − 20 = 8 sits under the channel. Tap the lantern that is x. A correct stroke surges you forward. A miss lets the eel close in and costs a tank of air. First to the chest wins.
Find each landmark on a first-quadrant treasure map and enter its X and Y. Kids plot pirates, chests, and palms on a dashed grid from the origin, building coordinate-plane fluency for fourth and fifth grade.
Find the jar whose candy is stacked in the matching array. Third graders count rows and columns to match facts like 3 × 4, building the picture of one-digit multiplication instead of only memorizing products.
Deepen your understanding of exponents with this eighth-grade math game! In Match: Properties of Exponents, learners put their knowledge to the test as they match equivalent expressions using the properties of exponents. Three rounds of practice cover four properties — a great way to practice simplifying expressions with exponents.
Read a division fact and tap the bubble that holds the quotient. Fourth graders build fact fluency with one-digit divisors by choosing among three answers on a reef dive, not by typing.
Master the logic of if/then conditionals (P → Q). 45 problems across three levels: Foundation covers the truth table for P→Q (vacuous truth, the one false case), Modus Ponens, Modus Tollens, and why Affirming the Consequent and Denying the Antecedent are invalid. Intermediate adds the contrapositive, converse, inverse, biconditional (P↔Q), the disjunction equivalence (¬P∨Q), and hypothetical syllogism. Advanced covers chained conditionals, negation of conditionals (¬(P→Q) = P∧¬Q), tautologies, complex truth value analysis, and edge cases.
Master sine, cosine, and tangent — the three foundational trigonometric ratios. 45 problems across three tiers: Geometry (SOHCAHTOA definitions, 3-4-5 triangles, special angles 30/45/60), Pre-Calculus (reciprocal functions csc/sec/cot, radian conversion, co-function identities), and Advanced (inverse trig, second-quadrant values, Pythagorean identities, real-world triangle applications).
Find missing angles and apply key theorems — pick the correct answer from four choices. 45 problems across three tiers: Geometry I (complementary, supplementary, vertical, linear pair, triangle sum), Geometry II (parallel line angle pairs, polygon interior sums, inscribed angle theorem), and Advanced (multi-step proofs, circle chord angles, exterior angle formulas, cyclic quadrilaterals).
Solve linear systems of two equations by substitution, elimination, and word problems. 45 problems across three tiers: Algebra I (simple substitution and system identification), Algebra II (multi-step elimination, multi-step substitution, and real-world word problems), and Advanced (parametric systems, fractional coefficients, three-variable extensions, and SAT-style applications).
Solve equations, factor polynomials, simplify expressions — pick the correct answer from four choices. 45 problems across three tiers: Algebra I (linear equations, slope, basic factoring), Algebra II (quadratics, systems, logs, sequences), and Advanced (pre-calculus, complex numbers, inverse functions, infinite series).
Master the laws of exponents — pick the correct simplified form or value from four choices. 45 problems across three tiers: Algebra I (product, quotient, power, zero, and negative exponent rules), Algebra II (fractional exponents, scientific notation, combining multiple rules), and Advanced (solving exponential equations, complex multi-rule simplifications).
Factor, solve, and analyze quadratic equations — pick the correct answer from four choices. 45 problems across three tiers: Algebra I (factoring trinomials, solving by roots, parabola direction), Algebra II (quadratic formula, vertex form, completing the square, discriminant), and Advanced (Vieta's formulas, transformations, applications, function composition).
Practice real-life budgeting by distributing a monthly paycheck across rent, food, transportation, fun, and savings. Race the clock or learn at your own pace across three difficulty levels.
Compare two prices for the same item quantity and pick the better value. Introduces unit price thinking for grades 3–5. Practice finding the best deal by calculating price per item.