Everything on the grown-ups' side
The Parent Area is where you see how each child is doing, find out what to practice at home, and change anything about their app. Here's all of it, one screen at a time — plus what each of the nine games teaches.
Part 1 — The Parent Area
One place for grown-ups: how the week went, what to work on, and every setting for every child.
Getting in
At the bottom of your children's players screen there's a small, deliberately boring Grown-ups link. Tapping it asks you one easy multiplication question — and it's written out in words, like “What is seven times four?”, so a child who can't read yet can't pattern-match the numerals. Type the answer on the keypad and tap the tick.
Get it wrong and you simply get a fresh question, so there's nothing to break and no way to lock yourself out. Passing is remembered for that browser session only: close the browser and the next visit asks again.
Inside, the first thing to do is add a child. A name is all that's required — the avatar is optional, and the picker suggests one no sibling has taken yet. They can play the moment you tap Add child. Add as many children as you like; each gets their own progress, artwork and avatar, at no extra cost.

Reading the dashboard
Every child gets one card, and it answers a single question: how are they doing this week? It's entirely read-only — the only thing to tap is a game row, and the Settings › link in the corner.
- Sessions this week How many times they opened a game in the last seven days.
- Answers this week Every question they answered that had a right or wrong to it, across all the games, in those same seven days.
- Level pills The level they've reached in a game that has levels, like Level 3. It never goes backwards.
- Trend arrows A green ▲ or a red ▼ next to a number — how many percentage points their accuracy in that game moved compared with the week before.
- Second line Under the headline number, each game shows a second line of detail — for Money Quest that's jobs done, and money earned and spent.
- All time The same headline number for their whole history, plus how many sessions they've played in total.
- Working on A one-line summary of the thing they're currently finding hardest. Tap it to open the practice tips.
Trends and trouble spots only appear once there's enough data for them to mean something. A trend arrow needs real play in both weeks before it will show — otherwise a single good afternoon would read as “improved 100%”, which isn't true. And a “Working on” line needs a pattern of misses rather than a handful of slips.
So a quiet card in the first days is normal, and it's not broken. It's the app declining to guess. Keep playing and it fills in.

Practice tips: what to work on tonight
This is the part that does the work for you. Tap any game row on a child's card and a panel slides in with what they're actually struggling with — no chart to decode, no scores to interpret.
- Watch for A recurring mix-up, named in plain words — Mixing up “9” and “6”. It only appears when the same swap has happened more than once, so it's a habit, not a slip.
- Trouble spots The specific items they miss most, with the tally — 3 + 4 · should be 7 · answered 8 · missed 3 of 5. Up to five of them, worst first.
- How it's going Six weekly bars of percentage correct, with a gap for any week they didn't play.
- Try this together One plain practice tip, written for the thing they're actually missing — like counting backwards from the bigger number when subtraction is the sticking point.
That's the whole idea: the app tells you exactly what to practice at home. Not “work on math” — the two numbers they keep confusing, and one thing to try over dinner.
These tips exist for the games that record which particular item was missed — Math Quest, Sound It Out and Word Builder. The other games show as plain rows with no panel behind them. And until there are enough tricky moments to see a pattern, the panel says so honestly rather than inventing one.

Each child's settings page
Everything you can change for a child lives on their own settings page, which you reach with the Settings › link on their dashboard card. The dashboard shows you how they're doing; this is where you adjust things.
It's six collapsed sections — avatar, voice, games, reward packs, saved art, and removing the child — and the rest of this guide walks through each one in that order. You can also rename a child from the top of this page with Edit name.

Avatars & celebrations
Tap Avatar and pick a character. It's who your child is in the app: their face on the players screen, and on their settings card here.
It also does something you don't have to set up. Every child automatically gets celebration animations starring their own avatar — the little cheer that plays when they get something right is that character. Change the avatar and the celebrations change with it. There's nothing to tick and nothing to buy; it just follows whoever they picked.

Reward packs
Reward packs are additions, not a setup step. Your child's own character already celebrates with them, always, and that can't be switched off — which is why you won't find their own character in this list.
If the celebrations start to feel stale after a few weeks, tick a couple more packs here and those animation sets get mixed into the rotation alongside the avatar's own. Untick them and you're back to where you were.
Nothing ticked is a complete, working state. If you never open this section at all, your child still gets celebrations every time they get something right.

Voice
Choose who reads your child's games out loud: Mr. Nick or Mrs. Elizabeth. It applies everywhere the app speaks — the words, the letter sounds, the encouragement.
These are real recorded human voices, not synthetic ones. Each child can have a different one, and switching takes effect straight away.

Games & starting levels
The Games section has a switch for every game. Turn one off and it disappears from that child's home screen — useful when a game is a distraction, or simply too old or too young for them right now. Turning it back on returns it exactly as it was.
Underneath a game that's switched on you may also see Start at level. That's for a child who doesn't need the early material: set it and the later levels open immediately, without them having to work through the beginning first. The line below it tells you the level they've already reached, and says plainly when your choice would change nothing because they're already past it.
It never removes progress they've already earned. The start level is a floor, not a position: the game always opens at whichever is further along, what they've earned or what you set. You cannot demote a child with it.
Only the games that lock their levels get this control — Math Quest and Sound It Out. Word Builder has three levels but has never locked them: every level there is always tappable, so there's nothing to open early.

Saved art
Saved art shows everything that child has drawn and saved. The section header carries the count, so you can see at a glance how much is there without opening it.
Each drawing has a small download button in its top-left corner, which saves that one picture — handy on a tablet, where press-and-hold to save is unreliable. Download all at the top of the section packages the whole gallery into a single zip, named after your child, with each file dated. If any drawing can't be fetched, the zip still downloads and the app names what's missing rather than quietly handing you a short one.
What you get, either way, are the saved web-sized images — the same pictures the app stores and shows in your child's gallery, ready to keep or print.
Each tile also has a ✕ to delete that drawing, and deleting one here is permanent— this is the only place in the app where a saved drawing can be removed, which is deliberate: there's no delete button on the kid's side, so a child can't erase their own work in a frustrated moment.

Removing a child
The last section on a child's settings page removes that child from your account. It sits on its own at the bottom, and it's the one action here you cannot take back.
Removing a child deletes that child's profile, all of their progress, and all of their saved artwork, forever. There is no undo and no recycle bin, and support cannot restore it. If there are drawings you want to keep, download them first — see Saved art above.
Your other children, and everything they've made, are untouched.
As the clip shows, there are two gates rather than one. You open the confirmation, and then you have to type the child's full name before the remove button will do anything. A stray tap can't get through that, which is the entire reason it's there. Capitalisation doesn't matter — it's a “did you mean it” check, not a spelling test.

Accessibility
If a device has Reduce Motion turned on — the iOS setting, or the equivalent on Android, Windows or a Mac — the celebration animations are quieter and stiller, and the app avoids movement it doesn't need.
That's by design, not a bug. Nothing is broken and nothing is missing: your child still gets told they did well, and still earns everything they would otherwise. If you'd rather have the full animations back, turn Reduce Motion off in the device's own accessibility settings — there's no switch for it inside the app, because the app should follow what the device already asked for.
Account & billing
Both of these live at the bottom of the main Parent Area screen, below your children's cards.
Your account shows the email address you sign in with, and lets you change it. Tap Change email, enter the new address, and we'll send a short code to it — typing that code confirms the address is really yours. It's the same code-in-your-inbox method you use to sign in, so there's no password to remember or reset. We also send a note to your old address letting it know the change happened.
Billing is the only place in the app that talks about money — there's nothing about it on any screen a child can see. It tells you where you stand (on trial, subscribed, or ended), when the next renewal falls, and gives you one button through to manage or cancel it. Cancel and it says plainly that you won't be charged again.
The games lock, and your children see a gentle “ask a grown-up” — never anything about money. But Drawing Pad and My Art always remain available, because a child's own drawings are never held hostage to a card that expired.
Saved art stays viewable and downloadable in line with our retention policy: after a paid subscription ends, artwork is kept for six months so you have time to sign in and download it. See the privacy policy for the full detail — including how to have everything deleted straight away instead.
The nine games
What each one teaches, how its levels work, and the one thing worth watching for at home. Every game can be switched on or off per child — see Games & starting levels.

Math Quest
Numbers, in the order they actually build: recognizing them, then counting things, then adding and subtracting — first up to 10, then up to 20. Ten tap-the-answer problems a round.
Levels: Seven — Recruit (recognizing numbers 1–10), Apprentice (counting to 10), Gem Seeker (addition to 10), Gem Collector (subtraction to 10), Gem Master (addition to 20), Champion (subtraction to 20), and Legend (mixed, to 20).
What to watch for at homeLevel 1 is spoken, not shown — a child hears “seven” and finds it, because recognizing a number by ear and by sight are two different skills. If they stall there, count things out loud together before you worry about the written numeral.


Memory Match
Matching pairs on cards that carry both a picture and its word. Every match is followed by the app reading the word and spelling it out, letter by letter, with each one lighting up.
Levels: No levels — one board, find them all. No timer and no move limit.
What to watch for at homeThe matching is the hook; the spelling is the teaching. If your child taps straight past the spell-out, sit with them for a round and say the letters along with it.


Word Builder
Dragging scrambled letter tiles into place to build a word. Each slot only accepts the right letter, so wrong guesses bounce off with no penalty.
Levels: Three, and all three are always open — Starter (3-letter words), Builder (4 letters), and Word Master (5 letters). From level 2, decoy letters are mixed into the tray so the word can't be built without reading it.
What to watch for at homeThere's a hint that reveals the first letter, and it costs one of the three stars. If a child is spending it every round, drop back a level for a few days rather than pushing through.


Sound It Out
Early phonics on short words like “cat” and “bus.” Tap any letter to hear its sound, or hear the whole word swept out sound by sound and blended, then pick the picture it names.
Levels: Two — Look and Listen (the picture is there while they decode) and Listen Only (no picture, so the ears do all the work). During the picture choice the answer is always hidden, at both levels.
What to watch for at homeA wrong pick replays the full sound-out and asks again, so missing a word simply means hearing the sounds once more. At home, stretch the sounds slowly rather than saying the whole word for them.


Trace Quest
Writing capital letters and numbers the way they're actually formed — starting in the right place and moving in the right direction.
Levels: Five sections rather than levels: My Words (your child's own name, plus MOM and DAD), Capital Letters, Numbers, Short Words, and Longer Words. Nothing is locked.
What to watch for at homeThe only rule it enforces is where the finger goes down; the line can wobble as much as it likes, and the game has no opinion about neatness. It's the rung below the pencil, not a replacement — keep doing the real writing on paper too.


Typing Box
Letter names, through a keyboard and nothing else. Press a key and a big colorful letter appears and says its name. Type a real word and the box reads it back and celebrates.
Levels: None — there's one screen, and no instructions on it at all.
What to watch for at homeThe surprise is the point: nobody tells a child the keyboard can make words, and the moment they find out is the moment it clicks. Please don't spoil it — let them discover it mid-mash.

Money Quest
One idea: money is earned, spending makes it go away, and you have to choose. A round starts with one dollar; every dollar after that comes from a quick math, spelling, or sounds “job”. Harder job, more pay. Seven rooms to decorate, and one piggy bank shared across all of them.
Levels: Three — Know Your Money (find the coin or bill by name), The Shop (earn and spend on the rooms), and The Card, at level 3, where paying by card visibly spends the child's own “money.”
What to watch for at homeNothing is ever shamed and there's no wrong thing to buy — running out just means doing another job, and a job is never failed, only retried, with the pay never docked for a wrong answer. Whatever isn't spent carries over plainly, with no bonus and no interest. It's all “funny money”: there are no in-app purchases anywhere.


Drawing Pad
A clean canvas with fourteen colors, three brush sizes, an eraser, undo, and a big save button. No prompts and no coloring-book lines to stay inside.
Levels: None — open-ended, with no right answer and nothing to finish.
What to watch for at homeEvery save makes a brand-new picture, never an overwrite, and opening an old drawing to build on it saves as a new picture too. Nothing a child does here can erase what they've already made.


My Art
Every saved drawing in your child's own gallery, newest first, on any device you sign into. Tap one to open it back up and keep working on it.
Levels: None — just the gallery.
What to watch for at homeThere's no delete button on the kid's side, on purpose: a four-year-old in a frustrated moment shouldn't be able to erase a month of their own work. Pruning lives in the Parent Area, behind the grown-ups gate.
Still stuck?
The design choices behind these games — the missing timer, the endless try-again, the picture that disappears — each rest on published research, summarised in plain English with the actual papers.