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Math

70 apps to play — grouped by age.

Ages 3–5 · Pre-K & K

Math (spatial)

BlockTots

Ages 3–5 · Gr K–K Level 1

Turn, fit, and build shapes in space with Spindle — spatial play for the very littlest learners.

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Math · Push-Your-Luck & Probability Intuition (draw or stop, with a bag you can see)

BubbleTots

Ages 3–5 · Gr K–K Level 1

A fill-the-potion game for ages 3–5: draw bubbles from a see-through bag to fill Bub’s potion. Draw another for more — or pour what you’ve got in to keep it safe. A 💥 pop only spills HALF your bubbles this round (never all, and never your potion), so it’s always gentle. The keep-going-or-stop choice, felt through play. No losing. On-device; nothing leaves your device.

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Math · Quantity & Building (number sense)

BuilderTots

Ages 3–5 · Gr K–K Level 1

A first building game for ages 3–5: Timber the beaver builds cozy things from parts! Each thing has a little recipe — a birdhouse needs 2 logs and 1 leaf. Tap the piles to gather the right number of each part, then tap Build. No reading needed (tap to hear it), no score, no losing — just a workshop full of things you made.

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Math

CountingPals

Ages 5–7 · Gr K–2 Level 1

Count, compare, and add with Calc Jr — quick-look dots, ten-frames, and number lines for the youngest learners.

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Math

NestTots

Ages 3–5 · Gr K–K Level 1

A build-a-nest game for ages 3–5: Wrenly the wren carries berries home, and the bigger you build her nest, the more berries she carries each trip. Count the twigs, guess how many she’ll carry, then weave in another one and watch the basket fill faster. No losing. On-device; nothing leaves your device.

Play NestTots →

Math (spatial)

PatchPals

Ages 3–5 · Gr K–K Level 1

Finish Tila's quilt — a big square is one square, two twin ribbons, and a little corner.

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Math · Counting & Subitizing (number sense)

RollTots

Ages 3–5 · Gr K–K Level 1

The very first counting game, for ages 3–5: Puff the frog is waking up the pond! Roll the big die, count the dots, then tap the lily-pad with that many fish — it wakes up with a splash. No reading needed (tap to hear it), no score, no losing — just a happy, wide-awake pond.

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Math

TallyTots

Ages 3–5 · Gr K–K Level 1

Hop, peek, and count with Ribbet — a linear number line, quick-look dots, and one-more/one-less for the very littlest learners.

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Math

TeeterTots

Ages 3–5 · Gr K–K Level 1

A see-saw tips down on the heavier side — can you make it level? TeeterTots gives your littlest learner a balance beam and a handful of blocks: tap the one that makes both sides the same. It says everything out loud (no reading needed), the blocks are big to tap and easy to count, and there is no way to lose — a wrong tap just says "try another." Balancing the see-saw is the very first taste of what equals means. On-device, no account. Ages 3–5.

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Math

TrayTots

Ages 3–5 · Gr K–K Level 1

A take-turns fruit game for ages 3–5: a tray of fruit appears, and you take ONE for your rainbow basket — then leave the rest for your friend Juniper. Collect one of each colour to fill your rainbow. Your pick changes what’s left for Juniper — that’s sharing. No losing. On-device; nothing leaves your device.

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Ages 6–8 · Grades 1–3

Math

CratePals

Ages 6–8 · Gr 1–3 Level 1

A crate lab for ages 6–8: open a crate whose chances are printed right on the lid, watch your pile grow toward those odds, and see how rarely the rare prize really comes. Then make your own crate and guess the odds. Opens are free forever — nothing to buy, nothing runs out. On-device; nothing leaves your device.

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Math

DeckPals

Ages 6–8 · Gr 1–3 Level 1

A build-your-own-bag game for ages 6–8: your jar of tokens is see-through, so you always know what’s inside. Draw a handful, then make the jar better — buy a shiny token (you’ll draw it later!) or throw a dull pebble away forever. Watch the odds change as you build. On-device; nothing leaves your device.

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Math · Data & Graphs

PollPals

Ages 6–8 · Gr 1–3 Level 1

Ask the class a question, tap in the answers, and a bar graph draws itself. The tallest bar is the favourite — but before you asked, you didn’t know. That’s the big idea: data is MADE, not given. Read the graph (which won? how many more?), then make your own in the Bar-graph lab. A tiny, deterministic data game, no internet. Ages 6–8.

Play PollPals →

Math

ShapePals

Ages 5–8 · Gr K–3 Level 1

Spot shapes, match colors, finish patterns, and turn pieces to fit — early geometry & spatial reasoning with Poly and friends, made for the youngest learners.

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Math

GardenPals

Ages 6–8 · Gr 1–3 Level 1

A build-a-garden game for ages 6–8: Sorrel plants a garden and waters it for blooms — the more she grows, and the more Suns she plants, the more each watering gives. Draw three plants, pick one to grow, then watch where every bloom comes from. No losing. On-device; nothing leaves your device.

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Math

SumPals

Ages 6–8 · Gr 1–3 Level 1

Count on to add all the way to fluent facts with Sumi the squirrel — ten-frames, number bonds, place value, and fact fluency for grade 1–2.

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Math

TrekPals

Age 6 · Gr 1 Level 1

A calm number-fact journey for ages 6–8 — the friendly opposite of the battle-and-paywall math apps. Trek's caravan walks one oasis forward each time you know a fact by heart; Dot the fennec SHOWS every new fact as a ten-frame or an array first, so it means something before you memorize it. Adaptive on-device practice that never rushes, never fails you, and never takes a step back — no battles, no timers, no limits. Meet a desert friend at every third oasis.

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Math · Probability & Likelihood (push-your-luck)

BasketPals

Ages 6–8 · Gr 1–3 Level 2

A push-your-luck dice game for ages 6–8: Pika the beaver stacks hay for winter! Roll the two dice and gather hay into your basket — but a 7 tips it over. Bank when you feel lucky enough; the biggest haypile wins. Spilled hay never wastes — it lands in the meadow for the next friend to scoop. Discover, by playing, that 7 comes up most.

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Math

MeasurePals

Ages 6–7 · Gr 1–2 Level 2

The everyday math of rulers, clocks, coins, and graphs — measure, tell time, count money, and read charts with Inchy the inchworm, for grades 1–2.

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Math · Scorekeeping & Data

ScorePals

Ages 6–7 · Gr 1–2 Level 2

Be the family’s official scorekeeper! Add up each round, carry when a column fills, see who’s ahead — and the app draws the game as a bar graph. Big buttons, read-aloud, gentle checking, for grades 1–2. On-device; nothing leaves your device.

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Math / probability & number sense

SevenPals

Ages 6–8 · Gr 1–3 Level 2

A first probability game for ages 6–8: place your ladybirds on the flower patches (2–12) you think will bloom most, roll two dice, count the dots — and find out why 7 comes up most of all. Play 5 rounds with Lucky the ladybird, or pass the tablet. On-device, no accounts, no clock — a wrong guess is part of the fun.

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Math · Money & Change (real-transaction arithmetic)

StandPals

Ages 7–8 · Gr 2–3 Level 2

Run a lemonade stand and use the friendly till — take an order, make change, add up the day, take away the supplies, and see your profit on a bar chart. Real money math with 4 little stand-keeper friends. No ads, no account, no AI, and no money ever touches the app.

Play StandPals →

Math

TimesQuest

Age 8 · Gr 3 Level 1

Grow into multiplication, division and first fractions with Arlo — build arrays with your hands, share things out fairly, break big facts into easy ones, and place fractions on a number line. Read aloud on every step. Made for grade 3.

Play TimesQuest →

Math

ArrayPals

Age 8 · Gr 3 Level 2

Build the block, find the lots — multiplication as rows × columns, then city blocks split into lots.

Play ArrayPals →

Ages 9–14 · Grades 4–8

Math

MathVerse

Ages 9–10 · Gr 4–5 Level 1

Build numbers from base-ten blocks, place and round on the number line, solve by jumping, subitize on a rekenrek, and practice place value, operations, factors, primes & integers across 12 kits.

Play MathVerse →

Card-game number sense & card math

CardForge

Ages 9–12 · Gr 4–7 Level 2

Build runs and sets at the card table, predict how a card trick is forced, and practice 16 kits from the deck to combinatorics.

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Math / Financial Literacy

MintForge

Ages 9–13 · Gr 4–8 Level 3

Make the money math click: work compound interest, markup, and loan payments in the Money-Math Lab, balance a 50/30/20 budget under surprise costs, and practice financial literacy across 16 kits.

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Math

TileTales

Ages 10–12 · Gr 5–7 Level 2

Dominoes as number sense — read the pips at a glance, add the open ends to a multiple of five to score, and be first to shed your tiles. Play a graded bot, a friend on this device, or a friend online.

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Data Science

DataForge

Ages 9–12 · Gr 4–7 Level 3

Build data pipelines, chart the story, and test hypotheses on real datasets — plus 16 kits.

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Math

FermiForge

Ages 9–13 · Gr 4–8 Level 3

How many jelly beans fill that jar? How many breaths do you take in a day? You can guess almost anything — to within a power of ten — by breaking it into small pieces you CAN guess and multiplying. Meet Chunk, Bound, Round, Sanity and Unit, predict the order of magnitude, then watch your estimate land right next to the real answer. Real, tiny, deterministic maths — no calculator, no internet. Ages 9–14.

Play FermiForge →

Applied Math

TradeForge

Ages 9–13 · Gr 4–8 Level 3

A day on the job with twelve trades, for ages 9–14. The electrician sizing a circuit, the plumber’s slope, the baker’s ratio, the nurse’s dose — each worker is one piece of real math. You see a real job, GUESS the answer, then watch the worker compute it and explain. Applied arithmetic + a look at real careers. On-device, no accounts.

Play TradeForge →

Spatial Reasoning & 3-D Geometry

VoxelForge

Ages 9–13 · Gr 4–8 Level 3

Turn 3-D shapes in your head and build them block by block — spot the true rotation (turned, not flipped) and stack a shape one flat layer at a time. A hands-on spatial-reasoning lab. Ages 9–14.

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Math

CalendarForge

Ages 10–13 · Gr 5–8 Level 3

Why does Tết move? Why does Ramadan slide earlier every year? Because the sun and the moon keep two clocks that don’t divide evenly — and you can do the arithmetic. Build a solar, lunar, and lunisolar calendar, predict how far each one drifts against the seasons, then watch the days pile up on a drift chart. Real, tiny, deterministic maths — no internet. Ages 9–14.

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Math

SpokeForge

Ages 10–13 · Gr 5–8 Level 3

How does a bicycle turn one push of your legs into a wheel spinning four times over? Gears. The front teeth divided by the rear teeth is the gear ratio — how many wheel turns you get per pedal — and it sets everything: how hard the pedals are, how far one push carries you, how fast you go. Predict the ratio, then build your own gear in the workshop. Real, tiny, deterministic maths — no internet. Ages 9–14.

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Mathematics

BridgeForge

Ages 10–12 · Gr 5–7 Level 3

Build bridges between math and everything else. Match a math idea — ratio, symmetry, rate, probability — to the real-world moment in art, music, science, sport or code that actually uses it. Plus cross-curricular Concepts checks. Ages 9–14.

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Math

MathCircle

Ages 11–13 · Gr 6–8 Level 5

Solve 60 math-circle competition problems the way mathematicians do — Understand, Plan, Execute, Look Back — with hints that only unlock after you put your own thinking into words. Plus a strategy trainer: which first move cracks the problem?

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Math · Ratio & Percent (through your own sports times)

SplitForge

Ages 10–13 · Gr 5–8 Level 3

Enter your OWN swim/run/bike times and learn the middle-school ratio & percent core through them — pace as a unit rate, percent improvement, negative vs positive splits, yards↔metres, and qualifying cuts as inequalities. Five little coaches, each one math move. On-device, no names, no upload, no AI.

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Math

ProofQuest

Ages 12–13 · Gr 7–8 Level 4

Build mathematical proofs step by step, hunt counterexamples, and practice logical reasoning across 16 kits.

Play ProofQuest →

Math

MasteryForge

Ages 12–13 · Gr 7–8 Level 5

Adaptive math practice that picks your next problem at the edge of what you know — extend, consolidate, or stretch — across fractions, geometry, functions, and more.

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Math / History of Mathematics

MathLore

Ages 10–13 · Gr 5–8 Level 3

Travel the history of mathematics — from tally marks on the Ishango bone to Ramanujan’s infinite series. Visit five eras, solve the mathematicians’ own problems, order the great discoveries, and practice math history across 16 kits.

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Math

FlickForge

Ages 9–13 · Gr 4–8 Level 3

The physics of the flick, for ages 9–14: predict where a struck disc will come to rest — after it banks off a rail (angle in = angle out), slows to a stop (friction), or passes its momentum to another disc (the carrom strike). You call the landing band, then the deterministic sim reveals the path so you can reconcile. Plus a free table to experiment on. On-device; nothing leaves your device.

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Math

CreaseForge

Ages 10–13 · Gr 5–8 Level 4

Every time you fold a piece of paper, you are doing geometry: the crease is a mirror, and whatever was on one side lands as its reflection on the other. Fold across a line and a dot mirrors straight over it; fold one edge onto another and you bisect the angle exactly — no protractor. Predict where a fold lands, then mirror a point yourself in the lab. Real, tiny, deterministic maths — no internet. Ages 9–14.

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Math

MosaicForge

Ages 9–13 · Gr 4–8 Level 3

Tile-laying strategy for ages 9–14: place coloured tiles on a grid to score — a big same-colour CLUSTER, or a MOSAIC bonus for a tile that borders three different colours. Predict the best placement, then the engine reveals every cell’s score so you can reconcile. Plus a free board to build on. On-device; nothing leaves your device.

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Math

SextantForge

Ages 10–13 · Gr 5–8 Level 4

How did sailors find their way with no GPS? They read the sky. The North Star’s height above the horizon IS your latitude; a clock set to home turns your local noon into your longitude at 15° an hour. Measure Polaris, predict your position, then check it in the Navigator’s lab. Real, tiny, deterministic maths — angles and time — no internet. Ages 9–14.

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Math

IdentityForge

Ages 11–13 · Gr 6–8 Level 5

See why (a+b)² = a²+2ab+b² — build the box, watch the two twins, and snip-test an identity.

Play IdentityForge →

Math

MentalForge

Ages 9–17 · Gr 4–12 Level 3

Get quick at mental maths — sprints you work out in your head, plus a lab of Vedic and Trachtenberg shortcuts shown step by step. An abacus pictures every number. No clock, no pressure, nothing leaves your device.

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Math

ShowMath

Ages 9–17 · Gr 4–12 Level 4

Learn mental-math tricks worth showing off — then actually perform them. Name the weekday of any birthday, reveal a hidden digit, and take a bow. A fresh calendar puzzle every day. On-device, nothing leaves your phone.

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Math

NumberSense

Ages 8–10 · Gr 3–5 Level 1

Guess first, then compute — a daily estimation workout that builds a real feel for numbers.

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Math

MeasureQuest

Ages 8–13 · Gr 3–8 Level 3

Read a ruler (even a broken one), balance a scale, convert units up and down the metric staircase, build shapes on a grid, graph your own data, and sharpen your estimates.

Play MeasureQuest →

Math

EquationQuest

Ages 11–13 · Gr 6–8 Level 3

See algebra stay balanced — solve for x on a balance scale, combine like terms with algebra tiles, spot the slip in a worked solution, and practice early algebra across 16 kits.

Play EquationQuest →

Math

FractionForge

Ages 9–11 · Gr 4–6 Level 1

Build, place, and compare fractions with hands-on tools — bars, pies, and number lines.

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Math

ChanceForge

Ages 10–12 · Gr 5–7 Level 2

Run coin, dice, and law-of-large-numbers experiments, then practice probability & statistics across 16 kits.

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Math

RatioRealm

Ages 11–12 · Gr 6–7 Level 2

Scale ratios on a double number line, work recipe/map/blueprint scale problems, judge which mix is stronger, and practice ratio, rate, proportion & percent across 16 kits.

Play RatioRealm →

Math / Functions

FunctionForge

Ages 12–13 · Gr 7–8 Level 4

Step into the function workshop: feed numbers into a machine, watch what comes out, and crack the hidden rule. Build y = mx + b on a coordinate grid to match a target line, read slope and intercept off a graph, and try the vertical line test — then practice functions, tables, expressions, and pre-algebra across 16 kits. On-device; works with the sound off.

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Math

GeometryForge

Ages 11–13 · Gr 6–8 Level 3

Make angles with a live protractor, build polygons and reason about their angle sums, slide/flip/turn shapes on a grid, find lines of symmetry, and stretch a geoboard to an exact area — plus 17 kits of geometry.

Play GeometryForge →

Ages 15–18 · Grades 9–12

Linear Algebra

VectorForge

Ages 15–18 · Gr 9–12 Level 5

Linear algebra you can see, for ages 15–18. A 2×2 matrix is a transform of the plane — rotate, stretch, shear, reflect, flatten. Predict where a point lands, then watch the matrix move a shape: the determinant is how much it scales area, and the eigenvectors are the directions that don’t turn. It’s the on-ramp to the maths behind AI — a matrix is a neural layer. On-device, exact arithmetic.

Play VectorForge →

Probability & Statistics

OddsForge

Ages 15–18 · Gr 9–12 Level 4

Weigh the evidence: how surprising is a streak if the honest odds held? Read one-sided p-values off the binomial tail — and see how peeking until it “looks significant” manufactures a false alarm. Ages 15–18.

Play OddsForge →

Math

PrimeDojo

Ages 15–18 · Gr 9–12 Level 4

Multiply two primes: easy. Un-multiply their product: nearly impossible. That one gap is why your bank is safe. PrimeDojo walks you from clock arithmetic to a working RSA key you build, encrypt with, decrypt with — and then BREAK by factoring, all by hand and all on your device. Predict each step, then watch the maths. Ages 15–18.

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Math

RiskDojo

Ages 15–18 · Gr 9–12 Level 4

A rare disaster you can’t afford, swapped for a small cost you can — that trade is all insurance is, and it’s just maths. RiskDojo builds the whole idea from expected value up: the fair premium, the deductible, and the law of large numbers that lets a pool cover a rare big loss and still break even. Predict each number, then reveal the worked step — and run a pool yourself to watch adverse selection break it. Ages 15–18.

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Math

ApprenticeDojo

Ages 15–18 · Gr 9–12 Level 5

The trades run on maths every apprentice must get exactly right — because the number IS the safety. Ohm’s law sizes a wire so it won’t overheat; a cooling load sizes an air conditioner; a ¼-inch-per-foot slope makes a drain actually drain. Predict the calculation, reveal the working and the code behind it, then run the numbers yourself in the Trade lab. Real electrical, HVAC and plumbing maths — no internet. Ages 15–18.

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Math · Monetary Policy & the Lag

CentralForge

Ages 15–18 · Gr 9–12 Level 4

You are the central bank. Set one lever — the policy rate — and steer inflation and jobs, but everything you do arrives with a lag. Hike to cool prices and inflation barely moves for a year; hold too long and you over-tighten into a recession; face a supply shock and there is no clean move at all. Predict the economy, then run it yourself. All exact, all on your device. Ages 15–18.

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Math · Orders of Magnitude, Dimensions & Calibration

OrderDojo

Ages 15–18 · Gr 9–12 Level 4

Before you trust a number, run three checks. Orders of magnitude: a "100× better" claim is a two-order leap — is that plausible? Dimensions: compute kinetic energy with v instead of v² and the units reveal you got momentum, not energy. Calibration: being 90% sure and wrong costs almost the maximum. Predict the check, then run it on your own claims. All exact, all on your device. Ages 15–18.

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Systems Thinking & Statistics

BottleneckForge

Ages 15–18 · Gr 9–12 Level 5

Find the step that really limits the outcome — predict, then let the math show you. Amdahl’s law, survival funnels, and how many shots it takes. For teens.

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Calculus

CalcQuest

Ages 15–18 · Gr 9–12 Level 5

Predict the limit, the slope, the area — then a real engine computes it and shows the rule. Precalc into calculus, made intuitive. For teens.

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Math

InferForge

Ages 15–18 · Gr 9–12 Level 5

See the ideas AP Statistics students find hardest — the sampling distribution of the mean (the Central Limit Theorem) and what “95% confident” really means — by running the simulations yourself. Predict, then run 300 samples and watch. On-device, nothing leaves your device.

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Math

InsightForge

Ages 15–18 · Gr 9–12 Level 5

Proofs without words: reconstruct the argument a picture hides — then catch the pictures that lie.

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HS Geometry

LocusForge

Ages 15–18 · Gr 9–12 Level 5

Conjecture the angle, the length, the area — then a real engine confirms it and names the theorem that proves it. Formal geometry, made intuitive. For teens.

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Math

NimForge

Ages 15–18 · Gr 9–12 Level 5

The mathematics of who wins, for ages 15–18: play Nim (and its last-token-loses twist), then let the engine reveal WHY a position is won or lost — the Nim-sum, Sprague–Grundy values, and the golden ratio hiding inside Wythoff’s game. Play, conjecture, and the engine checks every small position. On-device; nothing leaves your device.

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Statistics

PriorForge

Ages 15–18 · Gr 9–12 Level 5

Every game starts at 5.5. Adjust the dummy votes, add real ratings, and watch a Bayesian average pull a small crowd toward the prior — the statistics behind every leaderboard. For teens.

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Math · Statistics & Simulation

RatingForge

Ages 15–18 · Gr 9–12 Level 5

Build a rating system and watch it converge (and wobble). For teens: give six bots hidden true strengths, play a season, and watch Elo sort them — then change the K-factor and see the trade-off between fast and steady. Computed on-device; nothing leaves your device.

Play RatingForge →

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