
Fill Your Cart Without Going Over Budget
Fill a shopping cart with grocery items without going over a set budget. Encourages addition, estimation, and simple budgeting for grades 3–4. Practice real-world money skills in a fun supermarket setting.

Fill a shopping cart with grocery items without going over a set budget. Encourages addition, estimation, and simple budgeting for grades 3–4. Practice real-world money skills in a fun supermarket setting.

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.

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-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.

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.

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.

Deposit money into a virtual bank and watch it grow with simple interest. Adjust rate and time to compare outcomes and understand how interest works.

An item is X% off — what is the new price? See the discount visually and calculate the sale price. Covers 10%, 25%, 50%, and 75% off for grades 3–5.

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.

Run a sidewalk lemonade cart with a real day-and-night loop. By day, mix Classic, Pink, or Frost and serve the line before they walk. After dark the stand closes — spend cash on fruit and read tomorrow's weather before you open again.

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.

A Saturday pay desk. Clips of cash land on a green blotter. Drag each clip into rent, food, bus, fun, or save. Cover the red due line on every envelope before the stamp clock hits zero. Built for money math: zero-based budgeting with moving bills, not plus and minus buttons.

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.

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.

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.

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.

Shop the night plaza in Plaza Till. A leather Bank shows a total to split three ways among Wigs, Pets, and Watches. Pick $1 or $0.1, then pour equal shares into each till to the tenth. Fifth-grade decimal division with Till points for a clean floor.

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.

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.