Learn · One small step

Start with a skill, not a stopwatch.

Pick something to explore together. Each path gives you a readiness check, a worked example and a short plan you can stop or repeat. You do not need to finish a game or reach a streak to make a useful discovery.

Four starting points

What would you like to understand?

Each card routes one skill: read the lesson, try a free tool, then play. Take any step on its own.

These are starting skills, not age tests or a diagnosis. If a step feels too large, return to objects, a drawing or an easier example. Follow your classroom's approach where it differs.

Any skill, any day

A small routine you can reuse

  1. Notice

    Ask one question before opening a tool: “What do you already know about this?” Listen for the method, not just the answer.

  2. Try

    Explore one example together, then try two or three without a timer. Leave time to draw, count, say the idea aloud or change a guess.

  3. Explain and pause

    Ask “How could we check?” Pick one thing to revisit next time, then take an offscreen break. The plan is a suggestion, not a daily requirement.

Pick what fits

Choose the format that fits today

Explore one idea

The free tool collection includes movable clock hands, a multiplication chart, untimed typed practice and spelling with spoken words. A tool can be a short demonstration, not a whole lesson.

Take it to paper

Make a printable practice sheet for multiplication, exact division or clock reading. A sheet code recreates the same questions; the answer key is optional and prints separately.

Play after exploring

Clock Master offers clock lessons and adventures; Math Tank offers maths lessons, practice and game modes. Both launch in the browser without an account. Game challenges may involve timers; they are not required for these paths.

Looking for bookmarking, classroom use or local-save guidance? Visit Parents & teachers. For longer reads, try the guides on teaching time, times-tables games and explaining division. Adult support and sponsorship information lives on the separate support page.

PP1 · PP2 · Classes 1-5

Chapter missions. Seven different adventures.

Space Academy has 56 original maths and reasoning chapters with samples and worked methods.

How the chapters work, and what they are not

Different chapters unlock systems on grade-specific rockets, rovers, probes and stations. Play seven distinct expedition activities and collect one Universe Passport across grades. Hinted answers stay separate from independent practice reports.

Class 1-5 topics reference public SOF IMO syllabi; PP1/PP2 are readiness activities, not official papers. This first-release collection is not complete exam preparation, and difficulty still needs independent educator calibration.