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How Innatora works

Notice what lights them up. Try more of it. Watch them change.

  1. Sources
  2. Signals in words
  3. Patterns over time
  4. Ideas to try

Three sources, not one

👀

What you notice

1 tap after each adventure; family & teachers can add moments

🎮

What games show

Taps, timing, choices: harder to colour with hopes

🗣️

What your child says

Their own picks in Would You Rather

The games

Kid-friendly versions of research methods. Not standardised tests.

GameLooks atBased on
Echo (sequence memory)Working memoryCorsi block-tapping task
Catch (tap / don't tap)Focus & self-controlGo/no-go task
Turn the KeySpatial reasoningMental rotation (Shepard & Metzler), with mirror-image distractors
Pattern PathPattern reasoningRule-induction / pattern-completion items
DrumsRhythm & timingSensorimotor synchronisation and rhythm reproduction
TowerPlanning aheadTower of Hanoi
Silly UsesInventive thinkingAlternative Uses Task (Guilford)
Story OrderStory sensePicture sequencing
How Do They Feel?Reading feelingsEmotion-understanding items and the false-belief task (Wimmer & Perner)
Code LockSticking with itTask persistence with an always-available skip
BalloonsPlay style (not scored)Balloon Analogue Risk Task (Lejuez et al.)
Mystery BoxesExploring style (not scored)Explore–exploit (bandit) tasks
Would You RatherThe child's own voiceForced-choice preference questions
Stop & GoHolding back and switchingGo/no-go with a rule reversal block
Sort It OutSwitching between rulesDimensional Change Card Sort (Zelazo)
Echo SongRemembering by earAuditory sequence span
Find the PathPlanning a routeGrid route-planning (shortest path, with a key to collect first at higher levels)
Shape FitTurning shapes in the mindPolyomino mental rotation with mirror-image distractors
Quick CountNumber senseSubitising and matching (3-6), approximate number comparison (7-9), missing-number problems (10-12)
Animal HomesSorting living thingsCategorisation by habitat, odd-one-out and animal groups
▸ What each game notices
  • Echo (sequence memory): The longest sequence repeated correctly, and pacing.
  • Catch (tap / don't tap): Catching the right targets and holding back on the wrong ones.
  • Turn the Key: Finding the same shape turned, and how rotation affects speed.
  • Pattern Path: The most complex rule cracked.
  • Drums: Tapping in time, and copying a rhythm.
  • Tower: Moves compared with the fewest possible, and thinking time before the first move.
  • Silly Uses: How many ideas, how varied, how unusual. Only counts are kept, never the words typed.
  • Story Order: Putting a little picture story in order first time.
  • How Do They Feel?: Choosing a fitting feeling, and understanding that someone can believe something untrue.
  • Code Lock: How long a child keeps trying at something hard, and whether they get systematic.
  • Balloons: How a child weighs a reward against a possible loss. Careful and bold are both fine.
  • Mystery Boxes: Trying the unknown versus using what's known. Neither is better.
  • Would You Rather: What the child picks. Their answers, not our reading of them.
  • Stop & Go: Going on go lights, holding back on stop lights, and keeping up when the rules flip. Cues use shape as well as colour.
  • Sort It Out: Sorting by colour, then by shape, then by a mixed rule.
  • Echo Song: The longest sung sequence repeated, with lights at first and by ear alone at higher levels.
  • Find the Path: Whether the route works first time and how close it is to the shortest.
  • Shape Fit: Finding the piece that fits when turned, and whether mirror images fool them.
  • Quick Count: Accuracy, with speed only counted on correct answers.
  • Animal Homes: How a child groups animals by where they live or what kind of animal they are.

Learning games

Alongside the discovery games above, 117 learning games build real skills in maths, science, music, language, sport, engineering, coding, money and nature. Each changes with age (a 4-year-old counts carrots; an 11-year-old solves ratios), adapts one step at a time, and can be dressed in what your child loves (space, football, animals…) without changing the maths.

🧩 Puzzle · 24🔢 Maths · 22🔬 Science · 27🎵 Music · 17📖 Words · 16🏗️ Build · 16🎨 Create · 14⚽ Move · 14🌿 Nature · 19♟️ Strategy · 16🧭 World & maps · 13🏺 History · 13
▸ Every learning game, and what it teaches
  • Feed the Animals (ages 3–5): Counting out an exact amount
  • Bigger or Smaller (ages 3–5): Comparing amounts, sizes and lengths
  • Number Line Jump (ages 5–12): Number lines: order, estimation, fractions, decimals, negatives
  • Math Missions (ages 5–12): Word problems set in your child's interests: from adding to ratios and algebra
  • Little Shop (ages 6–12): Money: exact payment, change, budgets and discounts
  • Clock Tower (ages 7–10): Telling the time and elapsed time
  • Fraction Pizza (ages 7–12): Fractions: parts of a whole, comparing, equivalents
  • Balance Scale (ages 6–12): Equality, missing numbers and first algebra
  • Data Detective (ages 8–12): Reading charts and thinking about chance
  • Shape Spotter (ages 3–12): Shapes, sides, angles, area and perimeter
  • Sink or Float Lab (ages 3–9): Predicting and testing; density for older children
  • Circuit Builder (ages 7–12): Conductors, series and parallel circuits
  • Food Chain (ages 6–12): Food chains, producers and ecosystems
  • Plant Lab (ages 5–12): Plant needs and fair tests (changing one thing at a time)
  • Melt & Freeze (ages 6–10): Solids, liquids and gases
  • Magnet Hunt (ages 3–7): Which things magnets attract
  • Space Explorer (ages 7–12): Planets, gravity, day and night
  • Ramp Racer (ages 7–12): Forces and friction through experiment
  • Weather Wardrobe (ages 3–6): Weather and what it means for us
  • Life Cycles (ages 5–10): How living things grow and change
  • High or Low (ages 3–9): Hearing pitch and melody direction
  • Fast or Slow (ages 3–6): Hearing tempo
  • Melody Maker (ages 6–12): Composing, melody memory and note names
  • Sound Match (ages 4–9): Careful listening and sound memory
  • Rhyme Time (ages 3–7): Hearing rhyme (a building block of reading)
  • First Sounds (ages 3–6): First sounds and letters
  • Word Builder (ages 5–10): Spelling
  • Sentence Builder (ages 7–10): Sentence structure
  • Word Links (ages 9–12): Analogies, synonyms and verbal reasoning
  • Read & Find (ages 7–12): Reading comprehension and inference
  • Goalkeeper (ages 3–9): Reaction time and anticipation
  • Follow the Ball (ages 4–9): Visual tracking and sustained focus
  • Passing Play (ages 7–12): Tactical awareness: seeing open space
  • Where Will It Land? (ages 8–12): Anticipating a trajectory
  • Bridge Builder (ages 6–12): Structures, materials and (for older children) budgets
  • Gear Works (ages 7–12): Gears, direction and speed ratios
  • Tower Balance (ages 3–7): Balance and centre of mass
  • Simple Machines (ages 7–10): The six simple machines
  • Pack the Rocket (ages 9–12): Optimising under a constraint
  • Robot Paths (ages 6–12): Sequencing and loops: the ideas behind coding
  • Bug Hunt (ages 8–12): Debugging: tracing a program step by step
  • Logic Detective (ages 9–12): Deduction from several clues
  • Lemonade Stand (ages 9–12): Entrepreneurship: costs, prices, demand and profit
  • Stone Strategy (ages 7–12): Thinking ahead and finding a winning pattern
  • Pocket Money Planner (ages 9–12): Financial literacy: needs and wants, saving, budgets
  • Animal Detective (ages 4–9): Animal facts and reasoning from clues
  • Sort the Recycling (ages 3–8): Caring for the environment: recycling and compost
  • Pattern Painter (ages 3–12): Symmetry and design, with no wrong answers
  • Story Spinner (ages 4–12): Storytelling: characters, settings, problems and endings
  • Compass Quest (ages 4–12): Directions, following steps on a map, grid references
  • Continent Hop (ages 6–12): Continents, oceans, animals and famous landmarks
  • Time Machine (ages 5–12): Timelines: putting eras and inventions in order
  • Artifact Detective (ages 6–12): How people lived: reasoning about old objects
  • Then & Now (ages 3–7): How everyday things have changed over time
  • Colour Mixer (ages 4–10): Mixing primary colours, tints and shades
  • Rug Weaver (ages 3–9): Repeating patterns: finding the missing piece
  • Scene Designer (ages 3–12): Imagination and storytelling from a scene they design
  • Shadow Match (ages 3–8): Recognising shapes from their outlines
  • Wild Places (ages 5–12): World biomes and the animals and plants that live there
  • Map Key (ages 5–10): Reading map symbols with a key
  • Zoom Out (ages 5–10): Geographic scale: room, town, country, continent, planet
  • Dig Detective (ages 6–12): How archaeologists date finds by their layers
  • Ancient Builders (ages 7–12): Great ancient civilisations and what they built
  • Instrument Families (ages 5–12): The families of the orchestra
  • Loud or Quiet (ages 3–6): Hearing loud and quiet (dynamics)
  • Beat Counter (ages 4–9): Listening and counting beats
  • Move & Freeze (ages 3–10): Following movement instructions away from the screen
  • Balance Challenge (ages 4–12): Balance and body control, off the screen
  • Sports Kit (ages 5–12): Sports and the equipment they use
  • Senses Lab (ages 3–8): The five senses in everyday moments
  • Shadow Lab (ages 6–12): Light and shadows: direction and length
  • Lever Lab (ages 6–12): Levers: weight and distance from the middle
  • Strong Shapes (ages 5–10): Why some shapes and structures are stronger
  • Pack for the Trip (ages 3–8): Different places have different weather
  • Treasure Map (ages 3–8): Following directions on a map grid
  • Flag Finder (ages 5–12): Countries, their flags and continents
  • Around the Clock (ages 9–12): Time zones: day and night around the world
  • Climate Detective (ages 8–12): Reading climate charts: rain and temperature
  • Growing Up (ages 3–6): Time order: growing up, days, seasons, long ago
  • Invention Timeline (ages 7–12): When great inventions appeared, in order
  • History Detective (ages 9–12): Thinking like a historian: sources and evidence
  • Picture Pairs (ages 3–9): Visual memory: remembering where things are
  • Noughts & Crosses (ages 4–12): Thinking ahead: blocking and making lines
  • Four in a Row (ages 7–12): Planning several moves ahead in a strategy game
  • Melody Shapes (ages 7–12): Hearing how a melody moves
  • Happy or Sad? (ages 6–12): Hearing major and minor chords
  • Beat Maker (ages 5–12): Composing a rhythm loop of their own
  • Rhythm Reader (ages 8–12): Reading simple rhythm notation
  • Built to Survive (ages 8–12): How animals and plants are adapted to where they live
  • Ecosystem Balance (ages 9–12): Cause and effect in food webs
  • Animal Families (ages 8–12): Animal groups: mammals, birds, fish, reptiles, amphibians, insects
  • Word Parts (ages 8–12): Prefixes, suffixes and roots
  • Secret Codes (ages 8–12): Decoding: symbol keys and shift codes
  • Mirror Art (ages 4–12): Symmetry: mirroring a picture
  • Invention Studio (ages 7–12): Inventing: matching a solution to a problem
  • Reaction Lab (ages 5–12): Reaction speed and waiting for the right moment
  • Coach's Circuit (ages 8–12): How a training session works and why
  • You're the Ref (ages 8–12): The rules of popular sports
  • Who Lives Here? (ages 3–7): Where animals live (habitats)
  • Big, Bigger, Biggest (ages 3–7): Comparing and ordering real sizes
  • Dice Dance (ages 3–7): Counting with the whole body
  • Shape Builder (ages 3–7): Seeing the shapes that make up pictures
  • Opposites (ages 3–7): Opposite words
  • Then and Now (ages 4–8): How everyday objects changed over time
  • Hide and Seek (ages 3–8): Using clues to rule things out
  • Day or Night? (ages 3–6): Day and night: what happens when
  • Fair Shares (ages 3–8): Sharing equally: the start of division
  • Move Like Animals (ages 3–7): Moving the body in new ways; how animals move
  • Land, Water or Sky? (ages 3–6): Land, water and air: how we travel
  • Dinosaur Days (ages 3–7): Long ago and today: animals that are gone, and animals still alive
  • Toys Long Ago (ages 3–7): Everyday life long ago: toys before electricity
  • Castle Days (ages 3–7): Life in castle times
  • Cave Painters (ages 3–8): The first art: cave paintings
  • Step or Leap? (ages 9–12): Hearing intervals: steps, leaps and octaves
  • Waltz or March? (ages 8–12): Metre: hearing beats in groups of 3 or 4
  • Orchestra Families (ages 8–12): The four instrument families and how they make sound
  • Finish the Tune (ages 9–12): Hearing when a melody comes home (the tonic)

Learning progress is shown in words (Exploring, Becoming comfortable, Consistently successful, Ready for more challenge), never as a grade. Daily limits are set by you; when they're reached, Buddy ends the session kindly and suggests something off-screen.

The rules we follow

Words, never numbers“growing interest”, “strong signal”: no scores or percentiles
Confidence = separate sittingsOne quest is always an early read
Growth = vs. their own pastNeeds 2+ sittings on different days; one off day can't flip it
Room for quiet areasEvery week explores areas with little evidence
Hopes, cappedYour hopes guide, but never outvote what you see

What it is never

Worried about development? Talk to a qualified professional.

Where AI helps

AI does

  • Write summaries & briefings
  • Suggest activities to try
  • Invent new game worlds
  • Add weekly activity twists

AI never

  • Decides a signal
  • Sees your child's name
  • Skips our safety rules
  • Is always right: it's a starting point

Privacy in brief

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Honest limits

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