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Every chapter of every game, with what it teaches. Find the one your child needs, from "why do prices go up?" to telling the time, and open it directly.

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67 chapters in 13 games

Algebra for Kids: Crack the Letter Codes on Algebra Island

Algebra Β· Year 6 Β· Members (chapter 1 free to try)

  1. Chapter 1: Using simple formulae like 3n and 2n + 5

    • Can use simple formulae with letters, like 3n and 2n + 5, to work out values

    Year 6 maths

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  2. Chapter 2: Continuing and describing linear number sequences

    • Can continue linear number sequences and describe their rules

    Year 6 maths

  3. Chapter 3: Writing and solving missing-number problems with letters

    • Can write missing-number problems with letters and solve them

    Year 6 maths

  4. Chapter 4: Finding pairs of numbers that fit an equation with two unknowns

    • Can find pairs of numbers that fit an equation with two unknowns

    Year 6 maths

  5. Chapter 5: Listing all combinations of two variables

    • Can list all the combinations of two things, without missing any

    Year 6 maths Year 6 maths

Multi-Step Word Problems: Crack Cases as a Maths Detective

Calculation Β· Year 6 Β· Members (chapter 1 free to try)

  1. Chapter 1: Multi-step addition and subtraction problems: choosing the operation

    • Can decide which operation each step of a word problem needs, and explain why
    • Can solve addition and subtraction word problems that need two or more steps

    Year 6 maths

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  2. Chapter 2: Addition and subtraction problems: choosing methods and checking answers

    • Can choose between mental and written methods and check answers with estimates and inverse operations
    • Can solve addition and subtraction word problems that need two or more steps

    Year 6 maths

  3. Chapter 3: Multiplication and division word problems, including remainders

    • Can decide which operation each step of a word problem needs, and explain why
    • Can solve word problems with multiplication and division, including deciding what to do with a remainder

    Year 6 maths

  4. Chapter 4: Multi-step problems with addition, subtraction, multiplication and division

    • Can choose between mental and written methods and check answers with estimates and inverse operations
    • Can decide which operation each step of a word problem needs, and explain why
    • Can plan and solve multi-step word problems that mix adding, subtracting, multiplying and dividing

    Year 6 maths Year 6 maths

Short Multiplication: Run the Times Factory with Bolt

Calculation Β· Year 4 Β· Members (chapter 1 free to try)

  1. Chapter 1: Split it up: the distributive law for 2-digit Γ— 1-digit

    • Can multiply a two-digit number by a one-digit number by splitting it into tens and ones (the distributive law)

    Year 4 maths

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  2. Chapter 2: Formal written method: 2-digit Γ— 1-digit (short multiplication)

    • Can multiply a two-digit number by a one-digit number using the formal written method (short multiplication)

    Year 4 maths

  3. Chapter 3: Formal written method: 3-digit Γ— 1-digit (short multiplication)

    • Can multiply a three-digit number by a one-digit number using the formal written method (short multiplication)

    Year 4 maths

  4. Chapter 4: Scaling problems: 'times as many', then multiply and add

    • Can solve scaling problems such as 'times as many' and 'times as long', and problems where you multiply and then add

    Year 4 maths

  5. Chapter 5: Correspondence problems: n objects connected to m objects

    • Can solve correspondence problems, where each of n objects connects to m objects, such as counting outfits or meal choices

    Year 4 maths

Algorithms for Kids: Program Bop the Robot in Robo Town

Coding Β· Years 1–2 Β· Members (chapter 1 free to try)

  1. Chapter 1: What is an algorithm? Steps in the right order

    • Can say that an algorithm is a list of steps in the right order to do a job, and put everyday steps in order

    Years 1–2 computing

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  2. Chapter 2: Precise and unambiguous instructions: robots can't guess

    • Can choose instructions that are clear and exact, with only one meaning, and explain that a robot cannot guess what we mean

    Years 1–2 computing

  3. Chapter 3: Programs on digital devices: turning an algorithm into a program

    • Can explain that a program is an algorithm for a device, that devices follow programs exactly and in order, and enter a short program using a robot's buttons

    Years 1–2 computing

  4. Chapter 4: Predicting where a robot's program will take it

    • Can read a short floor-robot program of forward, back and turn steps and predict where the robot will stop

    Years 1–2 computing

  5. Chapter 5: Using logical reasoning to predict what simple programs do

    • Can follow a short program step by step to predict what a device will do next, and say that changing the order changes the result

    Years 1–2 computing Years 1–2 computing

Debugging Simple Programs: A Bug Hunt with Beep

Coding Β· Years 1–2 Β· Members (chapter 1 free to try)

  1. Chapter 1: Creating a program: instructions in the right order

    • Can put instructions in the right order to make a simple program that does a job

    Years 1–2 computing

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  2. Chapter 2: Bugs: predicting a program and spotting the mistake

    • Can say what a simple program will do, and find the step where it goes wrong

    Years 1–2 computing

  3. Chapter 3: Debugging: fixing a wrong step and testing again

    • Can fix a mistake in a simple program by changing, adding or taking away a step, then test it again
    • Can say what a simple program will do, and find the step where it goes wrong

    Years 1–2 computing

  4. Chapter 4: Debugging: adding missing steps and taking away extra steps

    • Can fix a mistake in a simple program by changing, adding or taking away a step, then test it again
    • Can say what a simple program will do, and find the step where it goes wrong

    Years 1–2 computing

  5. Chapter 5: Debugging turns: left, right and testing one step at a time

    • Can fix a mistake in a simple program by changing, adding or taking away a step, then test it again
    • Can say what a simple program will do, and find the step where it goes wrong

    Years 1–2 computing

If and Else in Coding: Make Choices with Bit the Robot

Coding Β· Years 3–6 Β· Members (chapter 1 free to try)

  1. Chapter 1: Conditions: questions with a true or false answer

    • Can explain that a condition is a question a computer answers with true or false, and say whether a condition is true or false

    Years 3–6 computing

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  2. Chapter 2: Selection with if and else: choosing between two actions

    • Can use if and else so a program chooses between two actions, and knows that only one of them runs

    Years 3–6 computing

  3. Chapter 3: Inputs, outputs and variables: programs that react

    • Can tell inputs from outputs, see how an input decides the output with if and else, and use a score variable

    Years 3–6 computing

  4. Chapter 4: Explaining programs: predict what an if-else program will do

    • Can read a short program with if and else, predict what it will do for a given input, and explain why

    Years 3–6 computing

  5. Chapter 5: Debugging: find and fix errors in if-else programs

    • Can test an if-else program, spot the bug that makes it go wrong, and fix it

    Years 3–6 computing

Sequences and Loops: Code a Robot and Squash the Bugs

Coding Β· Years 3–4 Β· Members (chapter 1 free to try)

  1. Chapter 1: Sequence: putting instructions in the right order

    • Can put instructions in the right order so a program does what it should
    • Can tell an input (like pressing a button) from an output (like a sound or a movement)

    Years 3–6 computing

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  2. Chapter 2: Repetition: using repeat loops in programs

    • Can use a repeat loop to repeat instructions and choose how many times it repeats

    Years 3–6 computing

  3. Chapter 3: Logical reasoning: predicting and explaining what code does

    • Can follow a program step by step to predict what it will do and explain why

    Years 3–6 computing

  4. Chapter 4: Debugging: spotting and fixing errors in programs

    • Can find and fix mistakes (bugs) in a program and test it again

    Years 3–6 computing Years 3–6 computing

Spotting Fake News: Solve Five Cases with Detective Dot

Is It True? Β· Years 5–8 Β· Members (chapter 1 free to try)

  1. Chapter 1: Who made it, and why?

    • Can work out who made a post, advert or article, and why they made it
    Open chapter Free taster
  2. Chapter 2: Spot the advert

    • Can spot adverts online, including sponsored posts and influencer adverts
  3. Chapter 3: Check the source

    • Can check a source by looking at who wrote it, the web address, the date and what other trusted sources say
  4. Chapter 4: Misleading stories

    • Can spot misleading headlines, cropped or fake pictures, and words that play on feelings
  5. Chapter 5: Think before you share

    • Can use the STOP check before sharing, and knows what to do about fake news

Year 3 and 4 Spelling Words: A Space Mission with Nova

Phonics & Spelling Β· Years 3–4 Β· Members (chapter 1 free to try)

  1. Chapter 1: Hidden Words

    • Can use memory tricks, like spotting 'a rat' in separate and Look, Say, Cover, Write, Check, to spell tricky words from memory
    Open chapter Free taster
  2. Chapter 2: Spelling Voice

    • Can say words slowly in a 'spelling voice' to remember letters we don't hear, like the r in February and library
  3. Chapter 3: Silent Letters

    • Can remember the silent letters in words like island, answer, guard and knowledge
  4. Chapter 4: Soft c

    • Can use a soft c for the 's' sound before e, i or y, as in centre, circle and bicycle
  5. Chapter 5: Double Letters

    • Can spot and spell the double letters in tricky words, such as address, possess and occasion
  6. Chapter 6: ough, augh, eigh

    • Can spell words with the letter groups ough, augh and eigh, such as though, through, thought, caught and eight
  7. Chapter 7: Root Words

    • Can build long words from their root words, like actual to actually, busy to business and possess to possession
  8. Chapter 8: ABC Order

    • Can put words in ABC order using their first two or three letters, to find and check spellings in a dictionary
  9. Chapter 9: Memory Lab

    • Can use memory tricks, like spotting 'a rat' in separate and Look, Say, Cover, Write, Check, to spell tricky words from memory

Reading Retrieval: A Fact Hunt in Scout's Library

Reading & Stories Β· Years 3–4 Β· Members (chapter 1 free to try)

  1. Chapter 1: Reading for a purpose: picking the right kind of text

    • Can choose the right kind of text for what they want to find out or do, and knows when to read it all or dip in

    Years 3–4 english

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  2. Chapter 2: Contents, index and glossary: finding your way round a non-fiction book

    • Can use the contents, index and glossary to find information in a non-fiction book

    Years 3–4 english Years 3–4 english

  3. Chapter 3: Skimming and scanning: finding key words fast

    • Can pick out key words in a question, then skim headings and scan a text to find them quickly

    Years 3–4 english

  4. Chapter 4: Retrieving answers: finding facts in the text and checking them

    • Can find answers to questions in a non-fiction text, check them in the words, and copy words exactly

    Years 3–4 english

  5. Chapter 5: Recording information: notes, fact files and labelled diagrams

    • Can record information from a text as short key-word notes, in a fact file and on a labelled diagram

    Years 3–4 english

Retrieval Reading Skills: A Deep-Sea Library Adventure

Reading & Stories Β· Years 5–6 Β· Members (chapter 1 free to try)

  1. Chapter 1: Find your way with contents, index and glossary

    • Can find information fast in books built in different ways, using the contents, index and glossary

    Years 5–6 english Years 5–6 english

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  2. Chapter 2: Skim for the gist, scan for the detail

    • Can skim a page to get the gist and scan it to hunt down one detail

    Years 5–6 english Years 5–6 english

  3. Chapter 3: Use key words, synonyms and dodge red herrings

    • Can pick out the key words in a question to find the exact answer, not a near miss

    Years 5–6 english

  4. Chapter 4: Record facts as notes with key words

    • Can record information as short, clear notes using key words

    Years 5–6 english

  5. Chapter 5: Present information in the best layout

    • Can present information found in non-fiction so other people can understand it quickly

    Years 5–6 english

Summarising for Kids: Find the Main Ideas with Pip

Reading & Stories Β· Years 3–4 Β· Members (chapter 1 free to try)

  1. Chapter 1: Find the main idea of a paragraph

    • Can find the main idea of a paragraph: what it is mostly about

    Years 3–4 english

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  2. Chapter 2: Tell important points from small details

    • Can tell the important points in a text from small details

    Years 3–4 english

  3. Chapter 3: Find the main idea across several paragraphs

    • Can find the main idea that links several paragraphs
    • Can find the main idea of a paragraph: what it is mostly about

    Years 3–4 english

  4. Chapter 4: Sum up a text in a few words of your own

    • Can sum up a text in a few words of their own

    Years 3–4 english

  5. Chapter 5: Summarise a story with Somebody Wanted But So Then

    • Can summarise a story's key events in order using Somebody, Wanted, But, So, Then

    Years 3–4 english

Chapters open in the game. Newer games go straight to the chapter; for older ones, a note says which chapter to choose. Members-only games have their first chapter free to try.