For the tricky
moments
When to help, when to wait, and how to try again. Explore our illustrated guides.
Find your guide →A little guidance, a fresh idea, or something to listen to. Find what fits your day.
When to help, when to wait, and how to try again. Explore our illustrated guides.
Find your guide →16 infographics and 4 quick cards. One useful thought to keep beside you.
See the visual guides →Conversations and short videos about learning, movement, and playing together.
Listen now →30 small adventures with things you already have. Choose one for today.
Explore activities →Wondermaths brings games, reusable tablet activities, stories, and help for grown-ups into one connected world. Choose what fits your child today; each activity has its own age suggestion.
Math they can do and see
Compare lengths, explore amounts, and plan a route. In Rubi’s bridge game, a stick has to fit the gap; in Aro’s adventure, a drawn path becomes a route to follow.
Space for their own ideas
Make a choice, see what happens, and change the plan. You can notice how your child tries a different way, even before they can explain it in words.
More than one way to explore
Play a game or draw, connect, circle, and color on a tablet page. Familiar characters also appear in stories, so you can return to their world together.
Room to try again
On reusable tablet pages, an eraser and undo let your child try again. Stay with a favorite activity, choose a gentler one, or leave the rest for another day.
An easier place to start
A first adventure and flexible learning paths help you choose an activity and a possible next step, without planning a whole lesson.
Help when you’re unsure
Find practical guidance on when to wait, offer a hint, or show one step, and what to try when your child feels frustrated.
Something useful to notice
Game notes explain the task. Answers and small hints help you look at your child’s choices and offer support without immediately giving the solution.
Less preparation, more shared time
Open a reusable activity on a tablet and draw with a finger or stylus. Printing is optional. For a change of pace, choose a play idea with things you already have.
You don’t need to read everything. Start with the moment you recognize.
‘Do it for me.’
Leave one small choice with your child. Try waiting, then a hint, then one shared step.
Their attention has wandered.
Choose one thing to notice or remember. A shorter turn is an option.
‘It didn’t work!’
Pause together. When they’re ready, invite one small change or come back later.
They’re stuck on a problem.
Look at what happened and ask, ‘What could we change?’ Let them point or try.
Where’s the math in our day?
Match cups to places at the table, compare two towers, or find a repeating pattern.
It’s time to finish playing.
Agree on a stopping point together and choose what comes next.
Choose one invitation
For a first visit with ages 4–6, try Aro’s cloud-path adventure. Or choose a different activity using its age suggestion and what interests your child.
Let your child make a move
Look together, then give them time to try. A point, a mark, or a changed choice can tell you what they noticed.
Choose what comes next
Return to the game, open a related tablet page, share a story, or take a break. You don’t need to complete a whole set.
Tablet pages are ready to draw on, erase, and use again. Open an activity in the drawing workspace; PDF downloads are the optional print version. Find a tablet activity →
Listen and watch freely. Preview three pages of each parent e-book; use your own email for full books and PDF downloads. Get full access →