ABOUT US
Built by a parent who ran out of
calm places to send her children.
This platform exists because of an ordinary evening that will be familiar to
most parents: children set homework on screens, then drifting into games engineered to
hold them — points, coins, streaks, adverts, and that restless, over-wound mood
afterwards that every parent recognises.
A NOTE FROM OUR FOUNDER
"I built this because I couldn't find it. My children are given homework on screens —
screens are part of their childhood whether I like it or not. But every game they
gravitated to was shouting at them: rewards raining down, timers ticking, adverts
between every level. What they were learning wasn't maths or spelling; it was to work
for the payout.
I wanted the opposite: a quiet shelf of genuinely good thinking games, where the only
reward is the satisfaction of finishing something you found hard. The kind of feeling
that builds children who stick with things — because the feeling belongs to them, not
to the app.
Before we wrote a line of the design, we went to the research — decades of published
work on motivation, attention and how children actually learn. Everything here is
built on it, and we test everything with a family first: mine."
— Francesca, founder
THE RESEARCH WE BUILT ON
We are deliberately evidence-led. The platform's design decisions — from the absence
of points to the colour of the page — trace back to peer-reviewed research in
developmental psychology, motivation science and learning-environment design:
Rewards undermine motivation — the overjustification effect.
Five decades of research, beginning with Lepper and colleagues in the 1970s, shows
that expected external rewards reduce a child's natural interest in activities
they already enjoy. This is the founding evidence for our reward-free design: we
remove the payout so the motivation stays the child's own.
Autonomy and competence drive real learning. Self-determination
theory (Deci & Ryan) identifies autonomy, competence and low-pressure environments
as the engines of intrinsic motivation — which is why our games offer adjustable
difficulty, penalty-free failure, and no timers, ever.
Cool, calm environments measurably aid attention and memory.
A 2021 study in Building and Environment (160 participants, psychological and
neurophysiological measures) found cool-hued learning environments significantly
improved attention and memory. Our teal-and-paper palette follows that evidence.
Red signals failure — below conscious awareness. Elliot &
Maier's experiments (Journal of Experimental Psychology) showed even a glimpse
of red before a challenging task measurably impairs performance. Mistakes on our
platform are marked in calm neutral tones, never red.
Learning environments move outcomes by real margins. Barrett and
colleagues' study of 153 UK classrooms and 3,766 pupils found environment design
accounted for around a 16% difference in a year's learning progress. Design isn't
decoration; we treat it as part of the pedagogy.
Readability guidance from the British Dyslexia Association.
Our warm off-white page and dark-but-not-black text follow BDA accessibility
guidance — chosen for every reader, and kindest to those who find reading hardest.
The future runs on flexible thinking. The World Economic Forum's
Future of Jobs research consistently places creative thinking among the
most-wanted core skills of the decade, with employer demand for it growing faster
than for any other cognitive skill. Yet Kim's landmark analysis of over 270,000
Torrance test records (Creativity Research Journal, 2011) found children's
creative-thinking scores have been declining since 1990, even as IQ rises.
Games that reward strategy, flexible approaches and finding another route — rather
than rote rule-following for prizes — are our answer to that gap.
HOW THAT BECOMES A PRODUCT
A published standard
Every game must pass the same written acceptance criteria — no rewards, no pressure,
no tricks, no data collection — before it reaches the shelf. Ours today; vetted
guest developers' tomorrow.
Safety by subtraction
No chat, no strangers, no adverts, no purchases, no links out. We didn't bolt safety
onto a risky product; we removed every risky thing from the product.
Parents see everything
A PIN-protected dashboard reports in plain English — time, games, skills practised.
Children never see their own statistics; the moment they do, numbers become prizes.
Tested with families first
The platform is currently in family testing — real children, real kitchen tables —
before any wider release. What we learn there shapes what ships.
Selected sources: Lepper, Greene & Nisbett (1973), undermining children's intrinsic
interest, J. Personality & Social Psychology · Deci & Ryan, self-determination
theory · Elliot & Maier (2007), colour and psychological functioning, J. Experimental
Psychology · Llinares, Higuera-Trujillo & Serra (2021), Building & Environment ·
Barrett et al. (2015), Building & Environment · British Dyslexia Association style
guidance · Kim (2011), the creativity crisis, Creativity Research Journal ·
World Economic Forum, Future of Jobs Report.
Our full design principles and game standard are available on request.