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

18 lessons

Observe & Group

  1. 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

  2. Which one is different? 10 XP

    Your child finds the one that does not belong with the others.

  3. Where does it go? 10 XP

    Your child puts everyday objects in the room where they are used.

  4. Same shape, new colour 10 XP

    Your child matches shapes that look the same even when the colours are different.

  5. Same number 10 XP

    Your child matches groups that have the same number of things, up to three.

  6. New rule, new basket 10 XP

    Your child picks items again when the basket rule changes.

Find the Pattern

  1. 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

  2. Same pattern 10 XP

    Your child keeps the same rhythm going when the pictures change.

  3. Over and over 10 XP

    Your child copies a short beat of claps, colours or animals over and over.

  4. Find the repeat 10 XP

    Your child spots a short group of pictures that appears again and again.

  5. Fill the gap 10 XP

    Your child finds the picture that is hidden in a repeating row.

  6. Same beat, new pictures 10 XP

    Your child spots the same repeating pattern when the pictures or sounds change.

Follow the Steps

  1. 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

  2. Order of the day 10 XP

    Your child puts the steps of a daily routine, like bedtime, in the right order.

  3. Which order is right? 10 XP

    Your child chooses the order of steps that makes sense, such as washing hands before eating.

  4. What comes next? 10 XP

    Your child picks the job to do right after a step is finished.

  5. Find the missing step 10 XP

    Your child spots the missing job between two familiar ones.

  6. 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

18 lessons

Observe & Group

  1. 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

  2. Smart Thinking by Rule 15 XP

    Your child uses the clues in a question to rule out answers that cannot be right.

  3. Group by What Things Do 15 XP

    Your child groups objects by what they are used for.

  4. Pick by Two Features 15 XP

    Your child picks the shape that matches both the color and the shape.

  5. Fix a Mixed-Up Group 15 XP

    Your child finds the item that breaks the group rule and fixes it.

  6. Choose Your Own Sorting 15 XP

    Your child finds, switches and explains ways to sort the same shapes.

Find the Pattern

  1. 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

  2. Guess the Missing Part 15 XP

    Your child works out the missing piece in a pattern of numbers, words or days.

  3. Two Rules at Once 15 XP

    Your child follows a pattern that mixes a number rhythm and a picture rhythm.

  4. Find the Repeat 15 XP

    Your child finds the shortest repeating part and counts its turns.

  5. Fix the Odd One 15 XP

    Your child finds the shape that is out of place and fixes it.

  6. Growing Rows 15 XP

    Your child sees rows grow by one or two and predicts the next row.

Follow the Steps

  1. 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

  2. Before or After? 15 XP

    Your child picks the step that comes before or after another in a short routine.

  3. Order Steps to Finish 15 XP

    Your child orders the steps needed to finish a job, such as mailing a letter.

  4. The Missing Step 15 XP

    Your child finds the missing step that stops a job from being done.

  5. Follow the Robot Commands 15 XP

    Your child follows two or three commands along a row of boxes.

  6. Follow the Signal 15 XP

    Your child chooses the right action when a signal changes.

Builder

7–8 years old · 20 min per session

18 lessons

Observe & Group

  1. 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

  2. Sorting by a Rule 20 XP

    Your child compares things and puts them in order using one clear rule.

  3. Find the Grouping Rule 20 XP

    Your child names the rule that holds a group together and spots what does not fit.

  4. Two-Feature Table 20 XP

    Your child uses rows and columns to sort things by two features.

  5. AND and OR Filters 20 XP

    Your child tells apart needing both features from needing at least one.

  6. Rules You Can Test 20 XP

    Your child tests one guessed rule against every card in and out of the group.

Find the Pattern

  1. 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

  2. Reasoning from Clues 20 XP

    Your child uses clues and logic, like 'if it is sunny we go out', to reach an answer.

  3. Rules with Exceptions 20 XP

    Your child keeps a main rule in mind and notices the step that breaks it.

  4. Steady Up, Steady Down 20 XP

    Your child looks for the same step size between numbers that are next to each other.

  5. Two Rhythms Interleaved 20 XP

    Your child follows two steps that take turns, or two chains woven together.

  6. Guess the Rule, Then Test It 20 XP

    Your child checks a guessed rule against several numbers before deciding.

Follow the Steps

  1. 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

  2. If… Then… 20 XP

    Your child picks the action that matches an if–then rule and knows when to stop.

  3. 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.

  4. Which Step Must Finish First 20 XP

    Your child spots steps that depend on each other and steps that can swap.

  5. Repeat Until There Is Enough 20 XP

    Your child keeps track of turns and of when it is time to stop.

  6. 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

18 lessons

Observe & Group

  1. 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

  2. Ruling Things Out 25 XP

    Your child rules out wrong answers using several clues at once, such as prime numbers.

  3. Groups by Meaning 25 XP

    Your child groups objects by the idea they share, such as tools for finding your way.

  4. Two Groups That Overlap 25 XP

    Your child finds the shared part, the separate parts and the part outside both groups.

  5. Groups Inside Groups 25 XP

    Your child reasons from a small group up to the larger group that contains it.

  6. A Question Tree for Sorting 25 XP

    Your child follows yes-or-no questions to find the right group.

Find the Pattern

  1. 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

  2. Rules and Shortcuts 25 XP

    Your child applies a rule like add three or alternate letters to predict the next item.

  3. Finding Hidden Formulas 25 XP

    Your child works out the hidden formula behind a number sequence.

  4. From Shapes to a Number Table 25 XP

    Your child links a figure's position number to the number of pieces it needs.

  5. Two Chained Patterns 25 XP

    Your child follows two rules that take turns in different positions.

  6. Testing Rules with New Facts 25 XP

    Your child compares two guesses using a prediction that can be checked.

Follow the Steps

  1. 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

  2. Plans with Choices 25 XP

    Your child chooses the next step in a plan that has a condition or a check.

  3. Planning with Branches 25 XP

    Your child plans a job where steps depend on each other and handles the case when something is missing.

  4. Scheduling Jobs in Parallel 25 XP

    Your child orders dependent jobs and overlaps independent ones to find the finish time.

  5. Backup Plans and Stopping on Time 25 XP

    Your child picks a backup option and handles the case when turns run out.

  6. Testing a Plan 25 XP

    Your child chooses test cases that reach each branch and the weakest spots.

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