Typing practice
Home row first, then words and sentences at your own pace.
Logic puzzles, chess, and giving a robot clear steps.
Year 1 course: 32 lessons. Begins with “Attributes: describing with precision”; ends with “Year-end logic olympiad”.
Year 1 course: 32 lessons. Begins with “Algorithms: precise instructions”; ends with “Capstone: thinking like a computer scientist”.
Code is a list of clear steps that a computer follows exactly. Learning to code teaches us to break a big job into small steps, find mistakes and fix them.
Same and different, what comes next, sorting rules, analogies, detective grids and shape folding.
Meet each piece, capture and protect, check and escape, mate-in-one puzzles, special moves and being a good sport.
Put arrow cards in order to guide a robot, find and fix bugs, use loops to repeat, and if-then rules.
Spot AI at home, teach a robot to tell cats from dogs, find patterns in data, fix one-sided examples, compare rules with learning, and stay smart and safe.
Home row first, then words and sentences at your own pace.
Scratch-style coding with coordinates, loops, variables and conditionals; draw shapes and build games.
Real Python in the browser: print, variables, loops and turtle drawing.
Bigger deduction grids, knights and knaves, Sudoku, river crossings and binary.
Forks, pins, skewers, discovered attacks and mate in two.
Levels: Foundations (ages 3–5), Level 2 (grades 1–2), Level 3 (grades 3–4), Level 4–5 (grades 4–6). Every game starts with 👀 See it, a short picture lesson.