Interactive learning games

Where play sparks thinking.

Your child counts stops, plans a route, or builds a machine and watches what happens. They choose what to try, with a little help when they need it.

Coming first to iPad.

✓ Every game starts from something worth learning ✓ Your child makes the decisions ✓ Help only when it helps
Glowvale gameplay with a felt-doll player icon. The child has 8 sparks, three cards to choose from, and sleeping spirits waiting for 13, 16 and 17.
A moment in Glowvale: choose a card, add its sparks, and see which spirit wakes up. Your child's own felt doll marks their place in the game.
A look inside

Every game hands the decisions to your child.

Each one starts from something worth learning, and the working out is left where your child can get at it. Here are three we're building.

A library of numbered shelves, with three jump tiles chosen along the bottom and a GO button waiting.
Planning ahead

Your child plans the route, then runs it

The cart is parked at 15 and a book belongs on shelf 36. Your child picks three jumps from the tiles on offer, and nothing moves until they press GO. If the cart lands somewhere else, the plan is the thing to change.

Three jumps chosen: +10, +10, +1. GO not pressed yet.
A wooden geared wheel and ramp built in a 3D workshop, with a parts list on the left and sliders for the ball's mass, material and friction on the right.
Cause and effect

Your child builds it, then tunes it

The machine is made of named parts your child puts together: a wheel, an axle, a motor, a ramp. Then how each one behaves is theirs to change too. Move one thing, run it again, and watch what the ball does differently.

The ball's mass, material, bounce and friction are all open to change.
A metro map with a direction arrow, a stop counter set to one, a GO button, and two waiting passengers.
Direction and counting

Your child decides where the train goes

Two passengers are waiting, each with a stop to reach. Your child picks a direction, counts how many stops to travel, and sends the train. If it stops short, that tells them something useful for the next go.

Direction picked, one stop counted, GO waiting.

These are screenshots from our own builds, not a demo you can play in this browser. Wonderix is coming first to iPad.

Make it yours

A little character of their own.

Choose a hairstyle, try a new outfit, or add a hat. Your child creates the felt doll that appears as their player icon, and can change its look whenever they like.

A felt doll with golden braids and a navy moon-and-stars dress. A felt doll with auburn hair, a coral bow and a rose flower dress. A felt doll with a brown ponytail, a daisy hair clip and green overalls. A felt doll with brown braids, a pink bear-ear beanie and a lavender sweater.
The Wonderix doll maker, with a felt-doll preview and choices for skin, hair, hair color, face, clothes and headwear.
A look at the doll maker in our upcoming iPad app.
How a session works

Try something. See what happens. Think again.

Your child decides what to try, watches what happens, and gets another chance to work it out.

1

Make a move

The game holds the goal. Your child decides what to try first, and there's more than one way in.

2

See what happens

The game answers every meaningful action, so the result of a choice is right there to look at.

3

Think again

Your child looks at what happened, compares, and can change their mind. We leave that moment alone instead of filling it with talk.

4

Get help only if it helps

When your child asks, or the same thing keeps not working, help arrives at the smallest useful size. While they're getting somewhere, we'd rather stay out of the way.

Room to choose

The game holds on to the learning objective so your child doesn't have to. What is left for them is the interesting part: which approach to take, what to try first, and what to do about the result.

One goal, several ways in
walk · walk · walk · walk repeat walk × 4
Both plans walk the scarecrow to the last row, and a child who picked their own has a reason to care how it turns out. It also gives them something specific to change when it doesn't work.

Support that steps back

Not every move needs a comment. A child trying a new idea, or quietly fixing their own mistake, is already doing the work. We look at what happens across several moves rather than treating one tap as a cry for help.

✓Stay out of the way while they're exploring or self-correcting.
✓Step in when they ask, when the same attempt keeps repeating, or when a misunderstanding is settling in.
From least help to most: wait · notice what changed · point at what matters · suggest something to try · give the structure and keep the decision · show how
These are the design principles we build to. The shape of support varies from game to game.

On the research: a 2022 meta-analysis of 33 studies (3,894 learners) found a moderate but significant benefit for digital learning games over ordinary instruction (International Journal of STEM Education). That is about game-based learning in general, not about Wonderix. We're pre-launch and haven't measured our own results yet.

For parents

The parts parents ask about first.

Every game is free to start. Wonderix is made for iPad with iPadOS 16.4 or later. Read about subscriptions, which iPad to use, languages, and where information is stored.

Every line written ahead of time

What a character says in a game is written and recorded ahead of time. Nothing is generated while your child plays, and there's no live chat with a character.

No one character to come back for

Different games have different characters, on purpose. We'd rather your child came back for the puzzle than for a face.

Gentle stopping points

Sessions wind down instead of stopping dead. Finishing today's play is the thing we celebrate, and putting it down is never held against your child.

Plain words for you

We'd rather tell you what your child worked on in one sentence you can read on the way to school, instead of a wall of points.

Designed around children's privacy rules. We build to COPPA (US) and GDPR-K (EU): a parent's permission before a child uses Wonderix, only the data a game needs, never sold, and no ads shown to children. You can review or delete it at any time. Read our Privacy Policy.

Be among the first to explore Wonderix.

We haven't launched yet. Parents and guardians can join the waitlist for updates and an invitation when access opens.

Thanks. You're on the list, and we'll be in touch.

For parents and guardians. Please use a grown-up's email. Coming first to iPad. No spam, just a note when there's something to tell you. See our Privacy Policy.

Questions

The things parents ask first.

Is Wonderix free, and what does a subscription cost? +
Every game is free to start. A subscription unlocks the levels beyond each game's free levels. US prices before tax: Wonderix Plus for one child is US$9.99/month or US$89.99/year; Wonderix Family for up to three children is US$14.99/month or US$139.99/year. Prices in other regions follow Apple's local pricing. Check the price shown in the app before subscribing. Apple handles billing, cancellations, and refunds. Help with payments.
Which iPad do we need? +
Wonderix needs iPadOS 16.4 or later. You can check your version in Settings, then General, then About. Some 3D games run best on newer iPads. Try the free levels on your own iPad before subscribing to see how they run. More about iPad requirements.
Which languages does Wonderix support? +
The app's menus are available in English, Traditional Chinese, and Japanese. Each game's spoken lines and accompanying text depend on the languages available for that game, so changing the app language doesn't mean every game will speak it.
Where is my child's information stored? +
Our Privacy Policy lists Japan for our database, Taiwan for our app servers, and the United States for sign-in, payments, voice and AI services. Some cloud services may process information in other countries that cannot be fixed in advance. Read our Privacy Policy for the full details.
What is Wonderix? +
Wonderix turns learning concepts into interactive games. Your child explores, tries things out, and works the problem out for themselves, and help only turns up when it adds something. We're pre-launch, coming first to iPad.
How is this different from other learning games? +
A lot of learning games can be won by guessing or by collecting points, which makes the thinking optional. We start from something worth learning and design the play so that working it out is the game. Your child makes the decisions and sees what each one does.
Does my child just get told the answers? +
No. The game holds on to the goal and leaves the route to your child. While they're exploring, or quietly fixing their own mistake, we stay out of the way. When the same attempt keeps repeating, or your child asks, help comes in at the smallest size that moves them on.
Is this just another math app? +
No. The approach fits anything a child can explore and test. The games we're building so far cover planning and sequencing, cause and effect, and counting, with more on the way.
What happens when my child gets stuck? +
Being stuck for a little while is part of the work, not a sign that something has gone wrong, so we don't rush to cut it short. Help arrives when your child asks for it, when the same attempt keeps repeating without a change of approach, or when a misunderstanding is settling in. Those are the design principles we build to, and the shape of support varies from game to game. Read more: why getting stuck helps kids learn.
Who is it for? +
School-age children, and we'd rather not pin it tighter than that. What matters is whether a game gives your child something worth working out. Our first wave is built around elementary school topics, and material for older children is in development.
Will my child get attached to a character? +
We design against it. Different games have different characters, every line a character speaks is written and recorded ahead of time, and sessions have gentle stopping points instead of streaks. We'd rather your child came back for the puzzle than for a face.
When can we play? +
We haven't launched yet. Wonderix is coming first to iPad. Join the waitlist and we'll be in touch when access opens.
Does game-based learning actually work? +
The research on game-based learning in general is encouraging. A 2022 meta-analysis of 33 studies found a moderate but significant benefit for digital learning games over ordinary instruction. That is a finding about the field, not a result about Wonderix. We're pre-launch and haven't measured our own yet. Read more: why games teach reasoning better than facts.

More for parents on the Wonderix blog.