Discover all games tagged with 2nd 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.

Unscramble jumbled letters to form the hidden word! Choose from 7 categories and 3 difficulty levels. Race against the timer, use hints, and build your streak in this fun anagram word game.

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.

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.

Muggo's Chip Hopper is a broken three-digit place value machine. A CRT shows a number. Drag Hundreds, Tens, and Ones chips into the hoppers until they match the number. Second grade kids practice place value by loading visual blocks of hundreds, tens, and ones. Charge points grow with a streak.

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.

A warm beeswax loft. Pollen beads drift down from the comb. Scoop them with a wooden trough, then stamp a scaled honeycomb graph — each hex stands for 2, 5, or 10 beads. Built for third-grade scaled bar graphs.

A dusk slate ridge, frost stones, and a bronze ibex. When the ones digit cannot take the subtraction, tap the tens crag to crack a ten. Ten pebbles tumble to the ones ledge. Then write the ones digit and the tens digit on the number pad. Built for third-grade two-digit subtraction with borrowing.

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.

Pay for an item using the fewest coins possible. Teaches coin efficiency and combination strategies for amounts up to $5. A strategy-based money math game for all ages.

A dusk canyon, a rust glider, and a parchment of kid-friendly fun facts. Type the boxed letter. A clean key flies the glider toward the mesa. A slip flashes and holds you on that letter until you hit it. Finish the paragraph to land. Built for accuracy first, then speed.

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.

Night cabin, aurora over the pines. Floyd Snow waits at a timber sash with a sentence painted across the rail and a frost gap in the middle. Slide the right English homophone pane from the sill into the sash gap. A hit seats the pane and lights a rail lantern. A Cracked pane rattles the frame and breaks the Streak. Built for second-grade and third-grade vocabulary.

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.

Play the classic Hangman word guessing game! Choose from 7 categories including animals, fruits, countries, space, sports, and food. Guess letters before the man is hanged — use a hint if you're stuck!

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.

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.

A tide kitchen, a kelp roll cut into equal rings, and hungry otters with empty plates. Tap one ring for each guest. When every plate is full, the fraction of the roll you served lights up. Built for third-grade equal parts.

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 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.

Run a market stall — customers hand you bills and you give back the correct change. Escalating difficulty from simple coin change to multi-bill transactions. A fast-paced, real-world money skills game.

Find the missing number in arithmetic sequences — 3, 4, __, 6. Tap one of four big colorful answer buttons. Race the clock in 60-second mode or survive on 3 lives. Easy, medium, and hard difficulty levels.

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.

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.

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 morning packing loft. Paper slips blow across a pine clothesline. Peg the slip that is a complete sentence — someone and what they did. Fragments tear off. Built for second-grade grammar: subjects, predicates, and fragments.

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.

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.

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.

Feed Roly at the hatchery in Prefix & Suffix Fish. A wooden tray holds a root such as teach or power. Drag a Head or a Tail from the raceway and Snap a fin onto the body. Second graders build prefixes and suffixes while Bites stack and the Haul gauge fills.

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 dusk watch-house on the quay. Amber flip times show when each berth sails. Enamel watches hang on the rail. Drag the face that shows that time into the cubby. Built for second-grade telling time to five minutes — analog hands to digital time, not a multiple-choice strip.

A night letterpress shop. Rhyming couplets sit on a cream proof. Type each stamped letter before the iron quoin slides down the guide wire and slams the chase. Live WPM, a streak bonus, and Easy / Medium / Hard for second-grade through fifth-grade sentence typing.

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.

Set a savings target, earn money by answering math questions, and watch a visual jar fill up toward your goal. Teaches delayed gratification and saving habits.

An ochre quarry, brass seams, and a carved English word on a stone tablet. Tap the gap between letters to cut a syllable. A true seam locks. A miss sparks and costs a life. Built for two- and three-syllable words, including r-controlled vowels.

Using commas in a series is the skill. In Series Hitch, English word cars sit on a felt yard. Drag a Hitch from the Tin into each gap. Easy and Medium want a comma between every item. Hard adds a decoy after and. Built for second through fourth grade grammar — a coupler you pin, not a quiz card.

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.

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!

Six shells sit in a tide pool. Scoop every shell whose pieces are the same size. Leave the crooked ones. Eight waves win.

Words hang on a night-market line. Tap the proper noun to smash it into a capital. A name flips gold and pops points. A common noun shakes and breaks the streak. Built for third-grade capitalization.

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.

Paint one half of a grid and watch the mirror reflection appear automatically on the other side. In challenge mode, match target patterns to score points. Teaches lines of symmetry, reflection, and spatial reasoning.

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 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.

The three-digit place value machine is broken. A CRT shows a number. Press Hundreds, Tens, and Ones wafers into the tubes, then throw Power so Lit matches. Second grade kids practice place value by building a visual three-digit number. Spark points grow with a streak.

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.

Race against a timer to unscramble shuffled words! Type your answer, build combos for bonus points, and see how many words you can solve in 10 rounds. Choose from 7 categories and 3 difficulty levels.

Find all the hidden words in a grid of letters! Click and drag to highlight words hidden horizontally, vertically, and diagonally. Choose from animals, countries, food, space, sports, and nature categories across three difficulty levels.