Discover all games tagged with 1st Grade. Free to play — no download, no account.

Identify 2D shapes like triangles, squares, pentagons, hexagons, and more by counting their sides and corners. Features colorful SVG shapes, multiple question types (name, sides count, corners count), and three difficulty levels.

Add tens shows a number as tens and ones, and 10, 20, 30, or 40 beside it. Add tens to a number. Tap the tens. Each green ten joins the number. The ones stay put. A little gold one is a miss. Built for 1st grade.

2 cats + 3 cats = ? Count adorable animal emoji to solve addition problems up to 10. A visual and engaging way for young learners to practice adding numbers through counting.

Two groups of puppies sit on the card, each with its number. Put two groups together and say the total, up to 20. Tap the total. A right tap turns green. A wrong tap turns rose. Built for 1st grade.

A copper-lit workshop and a plump ceramic raccoon crock. First count the pennies, nickels, dimes, and quarters already in the belly. Then tap coins from the walnut tray to reach a new total. Built for first through third graders practicing coin values and adding money.

Two numbers sit on cards. Bigger number is the game. Point to the bigger number, up to 99. Drag the frog onto the bigger number. Tens. Point to the bigger number. Ones. Point to the bigger number. 99. Point to the bigger number, up to 99. A right drop turns green. A wrong drop turns rose. Built for 1st grade.

A sun-bleached pier. Planks slide toward a tar post. Tap once for a long quarter plank. Tap twice, quick, when two short eighths arrive. Timing is the skill. Twelve Planks finish the walk. Three splashes end it. Score and Streak grow with clean hits.

A moonlit limestone courtyard. Numbered glass rain orbs slide down wet stone channels. Tap two that add to the sum on the well plaque. A match melts into the cistern. A miss cracks and resets the streak. If the wall fills, a life is lost. Built for first- and second-grade addition facts.

Coins rain down from the top of the screen — click only the ones that add up to the target amount before time runs out. A fast-paced money math game that sharpens coin recognition and mental addition for all ages.

Drag or tap pennies, nickels, dimes, and quarters into a piggy bank to make exact target amounts! Three difficulty levels introduce money concepts step by step — from 1–10¢ with just pennies and nickels, up to 50¢ with all four US coin types.

Coin value puts one coin on a green felt tray. Say how many cents the coin is. The penny is copper. The dime is the small silver coin. The nickel is the middle silver coin. The quarter is the big silver coin. Tap the cents. The tags say 1¢, 5¢, 10¢, and 25¢. The right tag turns green and moves onto the coin, and Score grows with the Streak. A wrong tag turns rose, clears the Streak, and costs a heart. Built for 1st grade.

Coins puts four coins on a green felt tray. Point to the penny, nickel, dime, or quarter. Tap the penny, Tap the nickel, Tap the dime, or Tap the quarter. The right coin turns green and Score grows with the Streak. A wrong coin turns rose, clears the Streak, and costs a heart. Built for 1st grade.

A gentle introduction to classification and sorting! Match objects by color, shape, or both. Find the card that follows the rule — from easy single-attribute sorting to tricky two-attribute matching with near-miss distractors.

Cone or box shows two 3D solids. They turn so you can see each side. Point to the cube, ball, can, cone, or box. Tap the cube. Tap the ball. Tap the can. Tap the cone. Tap the box. The right shape turns green and Score grows with the Streak. A wrong shape turns rose, clears the Streak, and costs a heart. Built for 1st grade.

Count coins puts a small group of coins on a green felt tray. Count a small group of coins. The group has 2, 3, 4, or 5 coins. Tap how many coins. The tags say 2, 3, 4, and 5. The right tag turns green, each coin gets its count, and Score grows with the Streak. A wrong tag turns rose, clears the Streak, and costs a heart. Built for 1st grade.

A colorful counting game where you count cartoon emoji items and tap the right number. Perfect intro to counting 1–20 for young learners.

The hungry crocodile always eats the bigger number! Place the >, <, or = sign between two numbers up to 100. A fun animated crocodile turns to face the larger number after each answer.

Glass fishing floats rise through a dusk harbor well. Each float carries a sight word. Hear the word, read the floats, and tap the one you recognize before it clangs the boom. Second-grade high-frequency words, with look-alikes like was and were on hard wells.

Practice doubles addition facts (1+1, 2+2, … 10+10) with a fun mirror/shadow visual theme. See the number and its reflection, then tap the correct double. Three difficulty levels including near-doubles.

Two groups of puppies are the same, and each group has its number. Say the double. Tap the double. A right tap turns green. A wrong tap turns rose. Built for 1st grade.

Two groups of puppies are the same, and each group has its number. One more puppy is labeled 1. Say the double plus one. Tap the double plus one. A right tap turns green. A wrong tap turns rose. Built for 1st grade.

Park your index fingers on F and J. Ivory note tiles slide down the piano strings. Strike the matching felt hammer when a tile enters the gold zone. Three lives, a streak bonus, and Easy / Medium / Hard for first-grade through fifth-grade home-row practice.

First Day of School starts on the curb at dawn. Pack the bag by dragging lunch, a bottle, and a pencil into the pockets, then Yank the zipper before the yellow bus rolls. A hit boards a Ride. A miss shakes the bag or lets the bus leave. Early-childhood practice for a morning school routine.

First Day Sign is a board kids hold on an iPad. Type a name, tap a grade, pick Slate, Bus, Crate, or Crayon, then Show the sign. The poster fills the screen so a parent can take the photo. Edit the sign to change a line and show it again.

A dusk garden where glossy latex balloons rise on the warm air. Hear the call, watch the lift, and pop the balloon that shows the matching number before it floats away. Built for preschool and kindergarten number identification from 0 to 10.

A sunset orchard, rose plums with home-row letters, and a raccoon on a mossy branch. Type any hanging key — A, S, D, F, J, K, L, or semicolon. A clean hit drops the plum and feeds the raccoon. A miss shakes the grove and breaks the streak. Built for first-through-fifth graders learning touch typing on the full home row.

Half hour shows a clock. The long hand sits on 6, and the short hand sits halfway to the next number. Point to the half hour on the clock. Tap the half hour. The right number turns green and Score grows with the Streak. A wrong number turns rose, clears the Streak, and costs a heart. Built for 1st grade.

Watch a balance scale tip and decide which side is heavier or lighter! A rock vs a feather, an elephant vs a butterfly — learn about weight and measurement concepts through an interactive animated scale.

Holds more shows two jars of water. Point to the one that holds more. The water squares are the same size, so a taller jar can hold less. Tap the one that holds more. The right jar turns green and Score grows with the Streak. A wrong jar spills, turns the card rose, clears the Streak, and costs a heart. Built for 1st grade.

How long puts a crayon on a ruler. Count how many units long it is. Tap the end. The marker slides to that mark. A mark that is not the end turns the card rose, clears the Streak, and costs a heart. Built for 1st grade.

The card shows a subtraction, like 12 − 7. Both numbers are labeled. Take some away and say how many are left, up to 20. Tap how many are left. A right tap turns green. A wrong tap turns rose. Built for 1st grade.

Three numbers wait under the pads. In order is the game. Put the numbers in order. Drag the smallest number onto the next pad. Tens. Put the numbers in order. Ones. Put the numbers in order. 99. Put the numbers in order. A right drop turns green. A wrong drop turns rose. Built for 1st grade.

A diner jukebox is playing an A-side. Hear the English word, then drag a 45 from the crate onto the spinning platter before the needle reaches the label. Only a true rhyme cues the next song. Three difficulties, eight sides to win, and three needle lives.

Paper kites drift over a dusk mesa. Each kite shows a picture and a CVC word. Reel every short-a kite onto the spool. Leave the rest in the wind. Six gusts win.

A night canal, amber paper lanterns, and a glowing firefly on the dock. A voice reads a sight word. Tap the lantern that matches. The firefly hops to that light. A clean hop scores. A miss slips into the water. Built for kindergarten and first-grade high-frequency words.

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.

A laundromat lint drawer packed with pennies, nickels, dimes, and quarters. The dryer ticket names a coin, a value, or the most or least. A magnet swings over the drawer. Tap when it hangs over the right coin and it drops. Built for first- and second-grade coin ID — a timed drop, not a tap on a labeled picture.

Help Pip wake up in Loft Alarm. Listen for the time on the tin plaque, drag the hour and minute hands on the brass alarm clock, then Yank the clapper. A hit rings the bells and sits Pip up. Second-grade practice telling time to fifteen minutes on an analog clock.

Tap number tiles to form pairs that sum to 10. Clear the board as fast as you can! Builds instant recall of addition facts. Three difficulty levels: bonds to 10, 20, or 50.

A cashier gives too much money — tap the extra coins to return the correct change. Amounts stay under $1, perfect for 1st and 2nd graders learning to make change.

An equation has a blank. The other numbers are filled in. Find the missing number. Tap the missing number. A right tap turns green. A wrong tap turns rose. Built for 1st grade.

Two groups of objects appear side by side — tap the one with more (or fewer)! A quick, visual way to build number sense and comparison skills for young learners.

Complete number bonds by finding the missing part — 7 = 3 + ?. Visual circles and connecting lines show the whole and its parts. Race the clock in 60-second mode or survive on 3 lives. Easy, medium, and hard levels.

Colorful numbered bubbles float upward — tap them in ascending order (smallest to largest) before they escape off the top of the screen. Miss one and lose a life!

Flip cards to find matching number pairs in this classic memory/concentration game! Three grid sizes — 6, 10, or 20 pairs — let young learners practice number recognition while exercising visual memory and concentration.

Trace the shape of digits 0–9 with your finger or mouse. Follow numbered guide dots, draw over the faint digit outline, then check your accuracy. Free Practice and 10-digit Challenge modes.

A numeral sits on a card. Numerals to 120 is the game. Match the numeral, up to 120. Drag the matching numeral onto the card. Near. Match the numeral. Swap. Match the numeral with its digits turned around. 120. Match the numeral, up to 120. A right drop turns green. A wrong drop turns rose. Built for 1st grade.

A pine trailhead hut at dawn. Three canvas trail packs hang from a brass peg rail: Nouns, Verbs, and Adjectives. Drag each English word tag from the slat bench and zip it into the right pack. A hit bounces the pack. A miss shakes it and breaks the Streak. Built for first-grade and second-grade parts of speech.

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.

Build a short program with Forward, Turn Left, and Turn Right blocks, then run it so a beetle walks an isometric path and picks up every apple. Kids practice sequencing without typing code.

What comes next? Complete repeating patterns made of emoji like 🔴🔵🔴🔵__? Choose from 4 options. From simple AB patterns to complex ABCD sequences — great for early math, logical reasoning, and pre-algebra thinking!

A price tag shows a small amount — tap the exact coins (pennies, nickels, dimes, quarters) to pay for it. Builds coin recognition, counting, and making-change skills with amounts up to $1.00.

Plus some shows a two-digit number plus a number up to 9. Add a number up to 9 onto a two-digit number. The tens and ones sit under the sentence. Tap the sum. The right number fills the blank. A wrong number turns the card rose, clears the Streak, and costs a heart. Built for 1st grade.

An evening porch. A moth taps copper tubes in a short tune. Listen, then Tap the tubes in the same order. Four pentatonic tubes hang over clapboard: C, E, G, and A. Eight Echoes win. Three moth drops end the run. Score and Streak climb with each clean echo.

A late-afternoon screened porch holds wicker crates and a plush cub. Read a kindergarten position word — in, on, under, by — then drag the cub to that spot. Harder seats add above, behind, between, and look-alikes like under and beneath. Prepositions become places you can put a bear.

Count a small pile of U.S. pennies, nickels, dimes, and quarters, then tap the matching total. A lobby to pick Easy, Medium, or Hard. Three lives, a streak bonus, and ten rounds to win. Built for first through third grade money math.

A copper letterpress, ink-stained trays, and a bed of English word slugs. Tap a word, then drop it in Nouns or Verbs. A clean sort scores. A miss shakes the slug and breaks the streak. Built for second-grade parts of speech.

A night icehouse aisle. Steer a copper sled toward frost crates and blast the number that makes ten. Easy is bonds to 10. Medium and Hard use addition within 20: make ten first, then add the leftover. Three lives, a streak bonus, and a live score.

Drag the hour hand and minute hand so the clock shows the time, then ring the bell. Easy is whole hours, Medium adds half hours, and Hard uses every five minutes. Play a 60-Second Rush or Survival with three lives.

Help the night packing line in Shape Factory. Drag each part into Flat or Solid: circles, squares, and triangles are paper-thin, while cubes, cylinders, and pyramids take up space. Kindergarten geometry practice that feels like a real factory run.

Drag circles, squares, triangles, and rectangles into their matching outline slots in this fun shape-sorting game. Race the clock or sort shapes across 8 classic rounds — great for early geometry and shape recognition!

A tin weather shed at copper sunset. Wool wisps drift over the roof, each stamped with an English sight word. Slide the copper gaff and hook the matching wisp on the Slate. A hit blooms a Halo. A miss is a Rain dump on the shed. Eight Wisps clear the sky. Kindergarten and first-grade sight words.

Help Tutu turn rain clouds into rainbows in Sky Clock. Listen for the time, scan the falling clouds, and tap the matching clock. First-grade practice telling time to the hour and half hour, with analog clocks that bloom into rainbows when you catch the right one.

Line up Forward, Turn Left, and Turn Right blocks, then run the program so a fox walks a floating 3D path and gathers every star. Turns happen in place. Kids practice sequencing and facing without typing code.

Answer addition and subtraction facts to move a runner along a track. Each correct answer sprints forward one step — race to the finish line before time runs out or you lose all lives.

Watch objects disappear with animation and figure out how many are left! 5 cookies, eat 2 — how many remain? A visual, animated approach to learning subtraction for young children.

Take away tens shows a number as tens and ones, and 10, 20, 30, or 40 to take away. Take away tens from a number. Take a ten. Each ten you take leaves the number. The other ones stay. Taking the little gold one is a miss. Built for 1st grade.

Two illustrated objects appear at different sizes — tap the taller, shorter, bigger, or smaller one! A fun visual game that teaches measurement vocabulary and size comparison for young learners.

A two-digit number is on the card, and 10 is labeled beside it. The card says ten more or ten less. Say ten more or ten less. Tap ten more or ten less. A right tap turns green. A wrong tap turns rose. Built for 1st grade.

A two-digit number sits on the board. Tens and ones is the game. Show a two-digit number as tens and ones. Drag the tens, then the ones, onto the cards. Tens. Show the tens and the ones. Ones. Show the tens and the ones. 99. Show a two-digit number as tens and ones. A right drop turns green. A wrong drop turns rose. Built for 1st grade.

The bar is a stack of blocks on the floor. Say how many the bar shows. Tap how many. The right number turns green and Score grows with the Streak. A wrong number turns rose, clears the Streak, and costs a heart. Built for 1st grade.

The fourth shows two shapes. One blue part is a fourth. The other blue part is bigger. Point to the fourth. Tap the fourth. The right shape turns green and Score grows with the Streak. A wrong shape turns rose, clears the Streak, and costs a heart. Built for 1st grade.

The half shows two shapes. One blue part is an equal half. The other blue part is smaller. Point to the equal half. Tap the equal half. The right shape turns green and Score grows with the Streak. A wrong shape turns rose, clears the Streak, and costs a heart. Built for 1st grade.

The hour shows a clock. The short hand sits on a number, and the long hand sits on 12. Point to the hour on the clock. Tap the hour. The right number turns green and Score grows with the Streak. A wrong number turns rose, clears the Streak, and costs a heart. Built for 1st grade.

The ruler shows a crayon between two marks. Read the length on a ruler. The length is the units from the first mark to the second. Tap the length. The right number fills the blank. A wrong number turns the card rose, clears the Streak, and costs a heart. Built for 1st grade.

Two numbers sit on cards with a gap between them. The sign is the game. Point to the true sign: greater than, less than, or equal. Drag the true sign onto the card. Each Start mixes greater than, less than, and equal. A right drop turns green. A wrong drop turns rose. Built for 1st grade.

Tide pools. Two shells drift and play pitches. Drag them together into Same if they match. Drag them apart onto Split rocks if they differ. Ten Pairs finish the tide. Three wave slaps end it. Score and Streak climb with each clean sort.

A frog sits on a start number. To 120 is the game. Say the next numbers, up to 120. Drag the next number onto the pad. Two. Say the next two numbers. Ten. Say the next numbers across a ten. 120. Say the next numbers, up to 120. A right drop hops the frog. A wrong drop turns rose. The path goes up to 120. Built for 1st grade.

A dusk ravine, copper timber beams, and a letter tray. A picture names the word. Some beams already hold a letter. Tap a tile, then tap an empty beam to seat it. Fill every gap. The right spelling locks the trestle and the cart rolls across. A wrong spelling costs a peg. Built for kindergarten and first-grade blends.

A backyard clothesline at noon. Three twine lines wait on fence posts: Nouns, Verbs, and Adjectives. Drag each English word slip from the laundry basket and clip it onto the right line. A hit snaps the pin. A miss twangs the line and breaks the Streak. Built for first-grade and second-grade parts of speech.

An olive jitney rolls toward a rail cut. Hear a second-grade word, then drag onset, vowel-team, and ending beams onto the open span. Lock the right pattern — ai or ay, ea or ee — before the bus reaches the gap. Hard stops use homophones, so the clue picks sea or see.

Penny, nickel, dime, quarter! Kids drag coins from the Pocket onto the Wish Rim and line them Least to most — or Most to least on Hard. A dusk fountain, not a quiz card. Built for first- and second-grade money math so children grasp real-life coin values.

Flip cards to find matching word and emoji pairs! Choose from animals, fruits, colors, countries, space, and ocean themes. Train your memory with easy, medium, and hard difficulty levels.