for the teacher ยท 5-minute orientation

๐ŸŽ Welcome to iMath

iMath is a math-fact fluency world built for this classroom: students earn a daily "Green Light" by practicing facts inside seven mini-games, an adaptive engine tracks true fluency (speed of recall, not just accuracy โ€” with each child's typing speed calibrated out), and across the term students design their own games on paper, see them built, and iterate like real designers.

Try everything right now demo

One click, no setup: the demo student skips the intro flow and has every booth unlocked so you can tour all seven games freely.

Sessions run ~15โ€“20 minutes, 3+ days a week. Wrong answers are never punished โ€” missed facts just come back.

What a student actually sees start to finish

Every picture below is a real screen from this build, in the order a child meets it. The whole first run โ€” sign-in through placement โ€” takes about five minutes, once, on day one.

1

Signing in

10 seconds

Kids tap their own face on the class grid and type a 4-digit PIN. A brand-new student taps First time here? and makes a player in under a minute โ€” nickname and a face, nothing else.

The iMath sign-in screen: a grid of classmate name cards above a large yellow 'First time here?' button.
The class name grid, plus the one big button a new student needs.
2

"This block is YOU"

20 seconds

New players pick one of eight cube colors. That cube is how they walk around the island, and it is the first thing on the whole site that belongs to them.

A modal reading 'Pick your cube color! This block is YOU walking around the island' with a spinning mint cube and eight color swatches.
Twenty seconds of ownership buys a surprising amount of buy-in.
3

Professor Axel's tour

4 screens ยท skippable

Axel, the island's resident axolotl genius, introduces himself, explains that the island is a carnival of math games with booths that open as you play, points at the Test Your Strength tower, and hands the child off to the warm-up. A skip link is on every screen for the kid who has seen it before.

Pixel-art Professor Axel, a pink axolotl in a bow tie, with a speech bubble reading 'Well, hello there! I'm Professor Axel โ€” resident genius of iMath Island!'
Four short screens, typed out one character at a time, then straight into play.
4

Finger warm-up

~30 seconds

The child types five numbers as fast as they can. The app measures milliseconds per digit and stores that as their personal typing baseline.

Why it matters: fluency here means speed of recall, so the engine has to know how much of a child's answer time was thumbs and how much was thinking. Every later "was that fast?" judgement adds their own typing overhead back in โ€” a slow typist is never mistaken for a slow mathematician.

A 'Finger warm-up!' modal over the island showing a large number 7 above an on-screen number keypad.
"Type the numbers as fast as you can. This teaches the island your speed!"
5

The skills assessment

~2 minutes ยท once

The placement test is a carnival high striker โ€” "Test Your Strengths." Each swing of the mallet is one math fact; ringing the bell means the child has cleared a skill band. It searches five bands, and it does not march up them in order:

Two quick correct answers clear a band and the test jumps upward; two misses drop it back down. It is a binary search, capped at fifteen questions, so most students finish in about two minutes regardless of level.

Two design promises to tell your class: one slow-but-correct answer never counts against them โ€” a distracted moment is not evidence. And "don't know โ€” skip" is scored exactly like a wrong answer, no worse, so there is nothing to gain by guessing and nothing to fear in skipping.

The Test Your Strengths high striker mid-assessment: a banner reads 'ROUND 3 ยท Times tables โ€” 0s, 1s, 2s and 10s', with the problem 100 รท 10 = ? above a keypad and a 'don't know โ€” skip' link.
The round banner names the band out loud, so the child can see the tower getting harder rather than feeling randomly punished.
6

The placement result

the pay-off

Clearing a band credits every fact underneath it. A strong student never grinds 1+1, and a student who is still shaky on their tables never opens the app on 7ร—8.

Credited is not mastered. Everything the assessment credits starts as practicing โ€” it still has to be answered quickly, several times, inside the games before the engine calls it fluent. Placement sets the starting line, not the grade.

A results card reading 'You rang the bell!', '405 facts already glowing in your power grid', and 'You're starting at: Times tables โ€” 3s, 4s and 5s!'
Roughly two minutes of questions, and the child is placed at their own frontier.
7

The island

home base

A carnival midway the student walks around with arrow keys, WASD, or by tapping the ground. Booths are the games; Axel's School is one-on-one coaching on a fact family they keep missing; the tower is always there for a re-test.

Sky Hopper and Critter Garden are open on day one. The other five booths are padlocked and cost a key โ€” which is where the daily goal comes in.

An isometric carnival island with bunting, trees and booths labelled Penalty Hero, Meadow Gallop, Comet Dash, Home Run Derby, Touchdown Drive, Critter Garden, Token Store, Sky Hopper and Axel's School, most showing padlocks.
Day one: two booths open, five padlocked, one green cube to walk around in.

๐ŸŸข Green Light is the daily goal: answer a target number of different facts correctly in a day. The target is 40 โ€” but it is capped at how many facts the student actually has in play, so a day-one child with ten facts can still win the day. Hitting it extends their goal-day streak.

๐Ÿ—๏ธ Keys come from Green Light days โ€” one key per streak day โ€” and one key opens any booth the student chooses. Booths are earned, never bought, and never gated behind a fixed order.

8

Sky Hopper

the tense one

Three platforms are live at once, each labelled with a fact. Answer one and the frog hops up to it. A wall of fog rises from below the whole time; if it catches you, the climb ends.

The loss condition is announced before the game starts, and the card closes with the promise that makes the whole thing safe: "If the fog catches you, the climb ends โ€” but everything you learn is saved." No lives, no strikes, no lost progress.

Sky Hopper's start card: 'โ˜๏ธ The fog is chasing you! Answer facts to hop higher and stay above it. If the fog catches you, the climb ends โ€” but everything you learn is saved.' with a GO! button. Sky Hopper in play: a green frog on a platform labelled 100 รท 10, with platforms 13 โˆ’ 8, 15 โˆ’ 9 and 4 + 9 above, an altitude of 81m, and a 'fog 104m below' marker.
Top: the telegraph. Bottom: the climb, with the fog distance always visible at the bottom edge.
9

Critter Garden

the calm one

No timer, no chase. Every correct answer grows a flower, and flowers bring visitors: Shelly the snail at 4, Dot the ladybug at 8, Flit the butterfly at 12, Buzz at 16, and Plume at 20 โ€” which throws the Garden Party.

The Garden Party tracker is the point: a child who finds Sky Hopper stressful gets the identical fluency engine wrapped in something that only ever accumulates. Every classroom needs both temperaments available.

Critter Garden: a pixel-art meadow of flowers with a snail and a ladybug, the problem 13 โˆ’ 4 = ?, and a 'Garden Party 11 / 20' tracker showing guest pips and 'next guest: Flit at 12'.
The Garden Party tracker shows exactly who arrives next and how many flowers away they are.
10

Your view

/dashboard.html

One tab per student, five summary numbers, and a fact family map โ€” one cell per family, colored fluent / practicing / learning / not started / needs help. Below it, "Needs a hand" lists the families a student has missed three times running, each with the strategy hint to try one-on-one.

Per-student controls sit at the bottom: switch their fact set (full ladder, addโ€“subtract only, multiplyโ€“divide only), unlock all games, reset progress, or remove the student entirely.

The iMath Teacher View: roster tabs, summary tiles reading 0% fluent, 0/567 facts mastered, Green Light 6/40, 0 goal-day streak, 12 tokens, and a 13x13 fact family map with yellow, blue and grey cells.
This student has just been placed: hundreds of facts credited as practicing (yellow), nothing yet proven fluent, and the 6sโ€“12s tables still untouched (grey).

How the engine decides what to serve under the hood

The Game Designer Program 6 phases

Alongside the daily fluency work, every student designs a game of their own on paper โ€” and we build it. The packet is six phases; phases 3 and 4 repeat as often as you like.

๐Ÿ’กPhase 1My Game Idea 3 sheets: describe it โ†’ draw your hero โ†’ write the paragraph with connecting words.
๐Ÿ”Phase 2Game Loops 3 sheets: learn what a loop is โ†’ be a detective on a game you love โ†’ design your own loop, then name it.
๐ŸŽฎPhase 3Play It & Update It Their game is on the island. Too easy / just right / too tricky, ONE change, a prediction.
๐Ÿ‘€Phase 4Friend Playtest Watch a classmate play โ€” silently โ€” then revise from what you saw, not what you hoped.
๐ŸŽคPhase 5Pitch & Present An opinion-writing pitch plus a one-minute presentation of the game and its update story.
โž•Phase 6 ยท optionalMath Brainstorm Teacher's choice. An idea bank โ€” arrays, quadrilaterals, equal groups, symmetry โ€” for putting math inside their own game.

โŸณ Phases 3 and 4 are the iteration loop โ€” repeat them and designers collect versions (v2, v3โ€ฆ).

Sheets are one focused task each, sized for large 3rd-grade handwriting, with scan-anchor marks so completed packets can be photographed and read back automatically. Nothing assumes a game has coins. Phases 2โ€“4 work unchanged for a cardboard-arcade unit โ€” same design loop, cardboard instead of pixels.

The term at a glance how it lands

Just playWeeks 1+: daily fluency in the games. Green Light โ‰ˆ 15 min of practice; streak days earn booth keys.
Phase 1 ยท My Game IdeaDescribe the game, draw the hero, write the paragraph. No loop talk yet โ€” just the dream.
Phase 2 ยท Game LoopsLearn the loop, detective a favorite game, then design their own. Also the on-ramp to your cardboard-arcade unit.
We build itTheir game appears on the island with their name on the booth. the iteration loop starts here โŸณ
Phase 3 ยท Play & updateAfter playing their own: too easy / just right / too tricky, ONE change, a prediction.
Phase 4 ยท Friend playtestWatch a classmate play โ€” silently โ€” then revise from their feedback. Patch notes to the class.
Iterate & tradeRepeat phases 3โ€“4 as versions climb (v2, v3โ€ฆ). Students play each other's games.
Phase 5 ยท Pitch & presentEnd of term: the opinion-writing pitch and a 1-minute presentation. Phase 6 (Math Brainstorm) is optional, any time.

3rd-grade standards it exercises labels & titles

StandardTitle (abridged)Where it shows up
3.OA.C.7Fluently multiply and divide within 100; know products from memoryThe daily games themselves โ€” the core fluency engine (add/sub facts likewise for students assigned them)
3.OA.A.1 ยท A.3Interpret products; solve problems with equal groups and arraysPhase 6 Math Brainstorm: planning collectibles as an array or as equal groups
3.OA.D.9Identify and explain arithmetic patternsPhase 6 Math Brainstorm: writing a pattern rule for their own game ("every 4th coinโ€ฆ")
3.G.A.1Categories of shapes; recognize and draw quadrilateralsPhase 6 Math Brainstorm: quadrilateral hunt in their own game art
RI.3.3 ยท RI.3.8Describe a sequence of steps; connect sentences with first/second/thirdPhase 2: the loop is a sequence โ€” the detective sheet and their own goal โ†’ action โ†’ tricky part
W.3.1Opinion pieces: point of view, reasons, linking words, conclusionPhase 5 pitch ("You should play my game becauseโ€ฆ alsoโ€ฆ finallyโ€ฆ")
W.3.2Informative/explanatory writing with illustrationsPhase 1 paragraph, with the hero drawing as the illustration
L.3.1 ยท L.3.2 ยท L.3.3aGrammar, capitalization/punctuation/spelling, word choice for effectEvery written field; title capitalization; the feelings word bank
SL.3.1 ยท SL.3.4Collaborative discussion; report with facts and details, clear pacePhase 4 playtest conversation; the Phase 5 one-minute pitch
CA NGSS 3-5-ETS1-1Define a design problem with criteria and constraintsPhase 2: naming the goal, the action, and what makes the game tricky
CA NGSS 3-5-ETS1-3Carry out fair tests and use results to improve a designPhases 3 & 4 update cards โ€” observe, change one variable, predict, retest

Accessibility built in

Privacy & COPPA how we comply

Questions or ideas? This project is actively built for this classroom โ€” feedback goes straight into updates. ยท back to the island