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Argument & Evidence

23 apps to play — grouped by age.

Ages 3–5 · Pre-K & K

Media Literacy

WantsPals

Ages 3–5 · Gr K–K Level 1

Two puppet friends talk about a toy. Glossy is trying to make you WANT it. Plain just tells you what it is. Hear them both out loud and tap the friend who is just telling — the first, gentlest step in seeing an ad for what it is. No real brands, no timer, no score. Made to do with a grown-up, out loud. On-device; no account. Ages 3–5.

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Critical Thinking · Reasons & Evidence (a good because tells you something new)

BecauseTots

Ages 3–5 · Gr K–K Level 1

The first 'a good because' game, for ages 3–5: Bruno the little elephant asks 'But why?' and two friends each answer with a because. One tells you something NEW — 'because it has big wings!' — the other just says the same thing back — 'because it's a bird'. Tap the friend whose because tells you something new, and Bruno lights up! No reading needed (tap to hear it), no score, no losing — just the happy discovery that a good reason tells you something you didn't know.

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Critical Thinking · Reasons & Evidence (a good reason means you really checked)

SawTots

Ages 3–5 · Gr K–K Level 1

The very first 'how do you know?' game, for ages 3–5: Willa the owl hides something in a box, and two friends say how they know what's inside. One really peeked, felt, heard, smelled or tasted it — the other just guessed. Tap the friend who really checked, and out it comes! No reading needed (tap to hear it), no score, no losing — just the happy discovery that a good reason means you really looked.

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Ages 6–8 · Grades 1–3

Ages 9–14 · Grades 4–8

Logic & Deduction

JigsawForge

Ages 9–13 · Gr 4–8 Level 3

The mystery none of you can solve alone, for ages 9–14. Four detectives each hold a different kind of evidence — the map, the ledger, the witness notes, the timeline — and the case cracks only when you POOL your clues on a shared board. Talk in clues, not chat (no typing). Play solo (all four roles) or pass-and-play with 2–4 friends. Cooperative deduction where teamwork is the whole point.

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Word-Problem Puzzles & Reasoning

ReckonQuest

Ages 10–13 · Gr 5–8 Level 3

Crack word-problem puzzles the way real solvers do — name the unknown, draw the diagram, guess-and-check, work backwards, and always check it makes sense. Structure over key-word tricks.

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Logic / Forensics

SleuthLab

Ages 10–12 · Gr 5–7 Level 2

Solve forensic cases: search the scene for clues, match each one to a suspect in the lab, then make your accusation — plus a fingerprint-matching drill and 16 kits of forensic reasoning. Every case has one right answer, and the evidence proves it.

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Critical Thinking

ClaimCraft

Ages 11–13 · Gr 6–8 Level 3

Build claim-evidence-reasoning arguments with a live strength meter, hunt logical fallacies, and practice critical thinking across 16 kits.

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Logic / Critical Thinking

LogicQuest

Ages 11–13 · Gr 6–8 Level 4

Crack cases in Fallacy Detective, build truth tables in the Logic Lab, judge syllogisms with Venn diagrams, map an argument into claim, premises and objections, and deduce a classic single-solution Logic Grid — plus 16 kits of critical thinking. Inspector Logos coaches, never tells.

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Critical Thinking

BiasForge

Ages 9–13 · Gr 4–8 Level 3

Run the famous experiments about how your brain fools itself — on YOURSELF. Guess the anchored number, fall for the bat-and-ball, meet the Linda problem, watch a “90% sure” range be way too narrow. Each one reveals the trap by name (anchoring, framing, base-rates, the peak-end rule…), tells you how sure scientists actually are, and shows the slow move that catches it. Once you can name a trick, you can beat it. No timer, no score to chase; on-device, no account.

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Debate & Argumentation

DebateForge

Ages 10–12 · Gr 5–7 Level 4

Build a case with claim, evidence, and reasoning and watch its strength meter climb, steelman the other side and pick the strongest rebuttal, and practice argumentation across 16 kits.

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Media Literacy

PitchForge

Ages 9–13 · Gr 4–8 Level 2

Read an ad — a real, made-up one — and spot the trick it is using to get you to buy. PitchForge shows you the ten moves every ad plays ("everybody has one", "only 3 left!", "9 out of 10 experts…") and how to catch each one, then says the ad again in plain, honest words. No real brands, no timer, no score to chase — just you, learning to see the pitch. On-device; no account.

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Information Literacy

ResearchQuest

Ages 10–12 · Gr 5–7 Level 3

Be a junior researcher: ask sharp questions, weigh sources with the CRAAP test, group your notes, and synthesize evidence — 16 information-literacy kits plus two hands-on labs, every source made-up.

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Media Literacy

TruthQuest

Ages 10–13 · Gr 5–8 Level 3

Be a junior journalist: investigate viral claims with lateral reading, spot misinformation tactics, and practice 16 media-literacy kits — every example made-up, nothing partisan.

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Media Literacy

NewsForge

Ages 11–13 · Gr 6–8 Level 4

Run the newsroom: verify a claim with the SIFT method, catch the slant hiding in a story, and practice 16 journalism & media-literacy kits — every example made-up, nothing partisan.

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Media Literacy

FeedForge

Ages 9–13 · Gr 4–8 Level 3

Design a feed, then watch a made-up reader named Scroll read it — and see the trade-off no feed shows you: the more it chases new things, the less you keep, even as it eats more of your minutes. Turn three dials (new things, reward-finishing, a session limit) and watch what Scroll actually remembers. A feed with a visible bottom isn’t missing a feature — it’s a design that respects the reader. No real brands, no timer, no streak. On-device; no account. Ages 9–14.

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Ethics & Philosophy

EthosForge

Ages 10–13 · Gr 5–8 Level 4

Reason through ethical dilemmas, build strong arguments, and see every question through five moral lenses — across 16 kits. No "right" answer is handed to you; the skill is the thinking.

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Logic & Reasoning

VerdictForge

Ages 10–13 · Gr 5–8 Level 3

A bike goes missing and someone stands accused — but before anyone argues, one question decides everything: who has to prove it? A trial is a machine for deciding how much evidence is enough, and its moves are rules you can reason to. Who carries the burden? Is “my neighbour told me” allowed, or is it hearsay? Do three ordinary clues add up to a reasonable doubt? Predict the ruling, then weigh a case yourself. Real, tiny, deterministic reasoning — no internet. Ages 9–14.

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Ages 15–18 · Grades 9–12

Critical Thinking

OverrideForge

Ages 15–18 · Gr 9–12 Level 5

A confident AI assistant is right most of the time — and sometimes fluently, plausibly wrong. Solve a reasoning task, lock in YOUR answer first, then Glib gives its very-sure suggestion. Accept it, Verify it, or Override it — and see your reliance profile: where you leaned well, where you surrendered your own correct answer to a wrong one, where you distrusted a tool that was right. Calibrated reliance — knowing when to trust and when to check — is the skill nobody teaches yet. No timer, no score to chase; on-device, no account.

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Socratic Discussion & Argument (Speaking & Listening)

SeminarQuest

Ages 15–18 · Gr 9–12 Level 4

Run a real Socratic seminar with 2–4 people and one device: a text, an opening question, rotating roles (Opener · Tracker · Steel-manner · Closer), a talk-balance bar and a text-evidence tally. The device moderates the table — it never teaches, never grades, and there is no AI. End with each person’s one changed mind and a printable record. Built for homeschool co-ops, book clubs, and classrooms.

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Media Literacy & Civic Reasoning

AgoraQuest

Ages 15–18 · Gr 9–12 Level 5

Judge a source, steelman the other side, deliberate a values question — where there’s a better answer you find it, where there isn’t you own your reasoning. For teens.

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Critical Thinking & Causal Reasoning

CauseForge

Ages 15–18 · Gr 9–12 Level 5

Correlation is not cause — so train the moves that tell them apart. Each day, take a real observation and pick the soundest reasoning move: find the mechanism, run the counterfactual, name what would falsify it, or spot the hidden confound. Then weigh every shape the pattern could really be. No score, no streak — just sharper thinking. On-device; nothing leaves your device.

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Game Theory

NashForge

Ages 15–18 · Gr 9–12 Level 5

Think one move ahead — read a real strategic game, predict what game theory says, then see the reasoning. For teens.

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