For parents on Pi Network
ThinkPlay learning path
72 lessons build in difficulty. Each lesson unlocks after the previous one.
- Look & group
- Find the pattern
- Follow the steps
Nursery
3–4 years old · 10 min per session
Observe & Group
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Same colour 10 XP
Your child picks the dot or shape that matches the colour they are shown.
Unlocks first · finish it to open the next lesson
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Which one is different? 10 XP
Your child finds the one that does not belong with the others.
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Where does it go? 10 XP
Your child puts everyday objects in the room where they are used.
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Same shape, new colour 10 XP
Your child matches shapes that look the same even when the colours are different.
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Same number 10 XP
Your child matches groups that have the same number of things, up to three.
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New rule, new basket 10 XP
Your child picks items again when the basket rule changes.
Find the Pattern
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What comes next? 10 XP
Your child spots a simple colour or shape that keeps repeating and says what comes next.
Unlocks first · finish it to open the next lesson
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Same pattern 10 XP
Your child keeps the same rhythm going when the pictures change.
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Over and over 10 XP
Your child copies a short beat of claps, colours or animals over and over.
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Find the repeat 10 XP
Your child spots a short group of pictures that appears again and again.
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Fill the gap 10 XP
Your child finds the picture that is hidden in a repeating row.
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Same beat, new pictures 10 XP
Your child spots the same repeating pattern when the pictures or sounds change.
Follow the Steps
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What comes first? 10 XP
Your child says which everyday job happens first or right after another.
Unlocks first · finish it to open the next lesson
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Order of the day 10 XP
Your child puts the steps of a daily routine, like bedtime, in the right order.
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Which order is right? 10 XP
Your child chooses the order of steps that makes sense, such as washing hands before eating.
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What comes next? 10 XP
Your child picks the job to do right after a step is finished.
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Find the missing step 10 XP
Your child spots the missing job between two familiar ones.
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Put three steps in order 10 XP
Your child chooses the row of pictures that shows a job start to finish.
Explorer
5–6 years old · 15 min per session
Observe & Group
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Group Two Ways 15 XP
Your child sorts the same pictures by colour, then by shape.
Unlocks first · finish it to open the next lesson
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Smart Thinking by Rule 15 XP
Your child uses the clues in a question to rule out answers that cannot be right.
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Group by What Things Do 15 XP
Your child groups objects by what they are used for.
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Pick by Two Features 15 XP
Your child picks the shape that matches both the color and the shape.
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Fix a Mixed-Up Group 15 XP
Your child finds the item that breaks the group rule and fixes it.
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Choose Your Own Sorting 15 XP
Your child finds, switches and explains ways to sort the same shapes.
Find the Pattern
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Picture Patterns 15 XP
Your child finds the next picture or number in a simple repeating line.
Unlocks first · finish it to open the next lesson
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Guess the Missing Part 15 XP
Your child works out the missing piece in a pattern of numbers, words or days.
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Two Rules at Once 15 XP
Your child follows a pattern that mixes a number rhythm and a picture rhythm.
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Find the Repeat 15 XP
Your child finds the shortest repeating part and counts its turns.
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Fix the Odd One 15 XP
Your child finds the shape that is out of place and fixes it.
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Growing Rows 15 XP
Your child sees rows grow by one or two and predicts the next row.
Follow the Steps
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Break Jobs into Steps 15 XP
Your child breaks a familiar job, like watering a plant or packing a bag, into steps.
Unlocks first · finish it to open the next lesson
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Before or After? 15 XP
Your child picks the step that comes before or after another in a short routine.
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Order Steps to Finish 15 XP
Your child orders the steps needed to finish a job, such as mailing a letter.
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The Missing Step 15 XP
Your child finds the missing step that stops a job from being done.
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Follow the Robot Commands 15 XP
Your child follows two or three commands along a row of boxes.
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Follow the Signal 15 XP
Your child chooses the right action when a signal changes.
Builder
7–8 years old · 20 min per session
Observe & Group
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Groups with an Odd One Out 20 XP
Your child finds the item that breaks the rule of a group.
Unlocks first · finish it to open the next lesson
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Sorting by a Rule 20 XP
Your child compares things and puts them in order using one clear rule.
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Find the Grouping Rule 20 XP
Your child names the rule that holds a group together and spots what does not fit.
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Two-Feature Table 20 XP
Your child uses rows and columns to sort things by two features.
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AND and OR Filters 20 XP
Your child tells apart needing both features from needing at least one.
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Rules You Can Test 20 XP
Your child tests one guessed rule against every card in and out of the group.
Find the Pattern
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The Hidden Rule 20 XP
Your child works out a hidden rule such as doubling or counting up by threes.
Unlocks first · finish it to open the next lesson
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Reasoning from Clues 20 XP
Your child uses clues and logic, like 'if it is sunny we go out', to reach an answer.
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Rules with Exceptions 20 XP
Your child keeps a main rule in mind and notices the step that breaks it.
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Steady Up, Steady Down 20 XP
Your child looks for the same step size between numbers that are next to each other.
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Two Rhythms Interleaved 20 XP
Your child follows two steps that take turns, or two chains woven together.
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Guess the Rule, Then Test It 20 XP
Your child checks a guessed rule against several numbers before deciding.
Follow the Steps
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Everyday Algorithms 20 XP
Your child understands that a good plan is a clear list of steps in the right order.
Unlocks first · finish it to open the next lesson
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If… Then… 20 XP
Your child picks the action that matches an if–then rule and knows when to stop.
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Choosing Steps with If–Then 20 XP
Your child chooses the right branch of an if–then plan, such as waiting for water to boil.
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Which Step Must Finish First 20 XP
Your child spots steps that depend on each other and steps that can swap.
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Repeat Until There Is Enough 20 XP
Your child keeps track of turns and of when it is time to stop.
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Run It, Then Fix the Steps 20 XP
Your child traces each step to find and fix where things went wrong.
Innovator
9–11 years old · 30 min per session
Observe & Group
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Groups You Cannot See 25 XP
Your child groups things by a property they cannot see, such as square numbers or word types.
Unlocks first · finish it to open the next lesson
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Ruling Things Out 25 XP
Your child rules out wrong answers using several clues at once, such as prime numbers.
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Groups by Meaning 25 XP
Your child groups objects by the idea they share, such as tools for finding your way.
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Two Groups That Overlap 25 XP
Your child finds the shared part, the separate parts and the part outside both groups.
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Groups Inside Groups 25 XP
Your child reasons from a small group up to the larger group that contains it.
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A Question Tree for Sorting 25 XP
Your child follows yes-or-no questions to find the right group.
Find the Pattern
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Harder Number Patterns 25 XP
Your child continues sequences where each step grows, such as Fibonacci or square numbers.
Unlocks first · finish it to open the next lesson
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Rules and Shortcuts 25 XP
Your child applies a rule like add three or alternate letters to predict the next item.
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Finding Hidden Formulas 25 XP
Your child works out the hidden formula behind a number sequence.
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From Shapes to a Number Table 25 XP
Your child links a figure's position number to the number of pieces it needs.
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Two Chained Patterns 25 XP
Your child follows two rules that take turns in different positions.
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Testing Rules with New Facts 25 XP
Your child compares two guesses using a prediction that can be checked.
Follow the Steps
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Break the Problem into Steps 25 XP
Your child breaks a problem into steps, uses a memory box and sorts values before searching.
Unlocks first · finish it to open the next lesson
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Plans with Choices 25 XP
Your child chooses the next step in a plan that has a condition or a check.
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Planning with Branches 25 XP
Your child plans a job where steps depend on each other and handles the case when something is missing.
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Scheduling Jobs in Parallel 25 XP
Your child orders dependent jobs and overlaps independent ones to find the finish time.
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Backup Plans and Stopping on Time 25 XP
Your child picks a backup option and handles the case when turns run out.
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Testing a Plan 25 XP
Your child chooses test cases that reach each branch and the weakest spots.
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