For grown-ups

Wonderpop is a free set of short games and little adventures for children around 3-6 years old. Spoken prompts and picture cues help children who are not reading yet. Start together and offer help as needed; every adventure has room for a grown-up to play along.

Start with a short play session. Sit next to your child for the first few games, follow their interests, and offer time to explore. Stop or take a break when your child is ready.

Two kinds of play

  • Games have several short rounds, or matching cards in Dino Match. Stars come from each game's answer or completion records. The tasks differ, so stars are not a common measure of ability. Finishing earns at least one star, and levels unlock after two stars.
  • Dino Match teaches while it plays. Level one is animal twins. From level two every card shows and says its word ("Sun." — "Sun begins with S."). Level three pairs a picture with the letter it begins with: the picture says "Dog. Dog begins with duh", the letter card says "D says duh", and a wrong letter gets "Dog begins with duh. Find the D." Level four pairs a picture with its written word, read and spelled out ("This says dog. D, O, G."). Echo the sounds and the spelling with your child.
  • Adventures (Rainbow Rally, Snack Safari, Bubble Buddies, Little Builder, Star Hop, Number Snake, Block Party) have no scores, no timer and no lives. They offer small goals, such as three deliveries, three snack orders, or three bubble missions, and give a sticker on completion. In Rainbow Rally, returning to All games or choosing All done after one completed delivery also saves that shorter visit. Every adventure offers selectable learning levels. Words such as "go", "more", "help" and "all done" are welcome; speaking is optional.
  • Listen first. An ear cue and a highlighted instruction card show when a prompt is starting or speaking. The voices are Wonderpop's own (never the tablet's robotic built-in voice — if the voice service is unreachable, the host stays quiet and the instruction stays on screen). Tap Listen to repeat the instruction, even if sound was off. The sound button stays at the top of every game.
  • Help, Again, All done sit under every game. Help offers a model, a counting cue, or a next step; it is always welcome. All done leaves at any point.
  • Wrong answers are gentle. A prompt invites another try. Counting games offer a recount, and sound games replay picture names; other games may highlight a matching answer. Nothing is ever lost.
  • Players, stars, favorites and stickers save on the device automatically. A grown-up can choose Save our progress to keep a private account backup, including recent story progress and response notes, and continue on another device. Community contributions are a separate, optional choice.

Workbook pages, on the screen

Four games follow the pages of a kindergarten workbook, with one difference: the page talks back.

  • Write Numbers keeps the grey number, numbered start dots, arrows and yellow demonstration available at every level. Your child can lift a finger anywhere along the traced line and continue from the red dot without losing progress. The number must still be traced in order; tapping the dot repeatedly does not complete it.
  • Letter Tracing uses a three-line guide and models the sound ("P says puh, like pig"). Some levels use a lighter guide. On B, your child can lift between the connected bowls and continue from the red dot. Both tracing games allow broad wobbles; wandering well away from the line resets the current stroke.
  • Dot to Dot connects 1 to 5, 1 to 10, then up to 20 while saying each number, and a dinosaur, rocket or butterfly appears.
  • How Many? counts a group, then finds its numeral on a 1 to 10 number strip; level three uses dot cards (dice and ten-frames) so amounts start to be seen at a glance.
  • Missing Numbers fills the gap in a number path to 10, 20 and 30.

Join in if you like. You can name the number, sound or letter while tapping or tracing, then leave time for a word, sound, gesture or point. A spoken response is never required to continue, and the games do not score pronunciation.

Move & play: arcade games that teach

Three games borrow the shapes of classic arcade play and put counting order, letters and shapes inside them. There is still no timer, no lives and no game over — a mistake just gets a "not yet" and another try.

  • Star Hop starts with three stars in any order. Level two adds numbered stars that must be collected in counting order, a platform that slides, and a spring that bounces the bunny high. Level three is a long trail of ten that scrolls; level four spells your child's name, one letter per star, in order. Help, please switches to a single Hop forward button for a child who is not ready for the arrows yet.
  • Number Snake is the snake game with the numbers 1 to 5 (then 1 to 10) scattered on the board: the snake has to eat them in order, and sliding over a later number earns a "Not yet! Find the 3." The edges wrap, so there is nothing to crash into; running into its own tail just makes the snake dizzy and short again. Level three scatters the letters of your child's name and two short words, with two decoy letters. Help slows the snake and points an arrow at the next number.
  • Block Party is a gentle falling-blocks game with small pieces the host names and counts as they arrive ("a blue two", "a yellow square — four blocks"). A full row is counted out loud ("a row of seven!") and the level ends after three, five or eight rows. When the stack reaches the top the board is simply tidied and play goes on. Help shows a light landing shadow under the piece.

The learning map

The dashboard groups progress into 18 kindergarten-readiness skills — "Counts objects to 20", "Writes letters", "Follows spoken directions" — pooled across every game that practises each one, with a stage based on recorded game activity: Practicing, Building practice, or Top-level stars. Here, "Top-level stars" means three stars on a game's top level; it does not establish that a child can use the skill independently. Each row links to practice, and "A little focus this week" offers suggestions from those records. The separate notes on this device distinguish checked answers, guided game actions, and movement or building actions. None of these is an assessment of ability.

Support settings

Tap Grown-ups on the games page. Less movement reduces decorative animation without changing picture choices. Sound and effects controls spoken prompts and game sounds. Both changes take effect immediately. Snack Safari's first level shows two food options; its later levels use the two or three options you choose. Its learning level sets the requested quantity or order. Picture choices also sets two or three pairs in Dino Match's first level. Little Builder starts with two picture choices; later levels use your chosen maximum, with two choices for in/outside and go/stop. It also sets the answer-card count in Count It, Number Hunt, Number Trail, and Bubble Buddies' first level. First Sounds and Rhyme Time keep their two-picture first levels; later levels respect the selected maximum. Bubble quantities depend on the learning level. Rainbow Rally keeps all three friends available; its counting level sets the requested quantities. Picture choices does not change its cargo amounts. Other games keep their own level settings. Changes to picture choices take effect when a game is opened or restarted, so a change never resizes a game mid-play.

Two settings help a child who taps before the question is over. With Listen first on (it starts on), the pictures in games with a right answer wait until the whole instruction has been said; a tap in the meantime only bobs the little "Listen first" sign. The words the host says are written under the prompt and light up as they are spoken, so the sound of a word and its look arrive together; after a cheer or a hint the instruction's words come back. Speaking pace: Slower makes every host speak a little more slowly. Both take effect when a game is opened or restarted. Spell It writes its picture where the word would be from level two, so the spelling still comes from the ear.

On a game's start card, open Grown-up: choose a level to choose a challenge without waiting for a star unlock. In Star Hop, Help, please offers a single Hop forward button; Use arrows brings back the movement controls.

A next game for this player

The home page's Let's try this! card suggests a game and level from this player's completed play on this device. It makes room for matching, counting, writing, listening, and word games; revisits practice that needed another try; and avoids immediately featuring the game just finished when another choice is available. With no saved play, a changing set of beginner suggestions provides a starting point.

Repeated successful play can suggest one suitable next level where the game's results support that choice. Repeated difficulty can suggest an easier step. Finishing a guided trace does not automatically increase the writing level. Open Grown-ups: why this game? for the reason behind the current suggestion. Pick for me uses the same approach within the category or favorites you are browsing. All games and the manual level chooser remain available.

Choose the learning step

Start with a short challenge that feels comfortable. Move on when your child can use the idea with different pictures and real objects, with less help. The level selector is always available; a level number is a game setting, not an age or ability label.

Spelling, one letter at a time

Spell It builds a word from letter tiles while Ollie names each letter as it lands and, when every slot is full, spells the whole word back (“C, A, T. Cat!”). Level one shows the word to copy. Level two hides it and sounds it out instead (“Cat. Kuh, ah, tuh.”), with two extra letters to leave alone. Level three moves to four-letter words with blends and the pairs sh, ck and ng, and level four spells five- and six-letter words and your child's own name. A wrong letter is named and the wanted letter is said with its sound; two misses, or Help, sound the word out slot by slot and point to the next tile. The finished word is the recorded answer, and each wrong tap is noted too, so the play notes can show which letters get mixed up.

The top levels of three familiar games now go a step further. Letter Hunt's Letter sounds turns the game round: your child hears only a sound (“Which letter says mmm?”) and finds the letter. Count It's Add them up shows two little groups with a plus between them and asks how many altogether — counting on into first adding, with Count with me still available. More or Less's Just numbers compares two plain numbers up to 20, sometimes asking for the smaller one. Three first-try rounds in a row earn a quiet “3 in a row!” cheer on screen; it never talks over the next prompt.

Letters, pictures, and sounds

Letter Tracing's Little letters level adds lowercase m, n, p, q, a, and c. The prompt connects each to its uppercase partner. First Sounds lets you hear the pictured words, then find words that begin alike. Speech is welcome but never required to continue.

In Rhyme Time and First Sounds, the host asks the question, names every picture in its screen order, then asks again. Each picture gets a blue outline while its name is spoken. Hear the pictures repeats the sequence. Help, please compares the target with every option, so your child can listen for the beginning or ending. Odd One Out level 2 also names its pictured choices.

After a match, repeat the two words together and leave a moment for your child to join in, point, or respond. The picture choices record recognition practice; they do not measure pronunciation.

What the new play notes mean

The Grown-ups sheet separates checked responses from guided game actions and movement or building actions. A checked response compares a choice or quantity with a request, such as the amount packed before tapping Go in Rainbow Rally. Its note also shows whether the game provided a model or clue. A corrected answer remains another practice event; it does not erase the earlier response.

Following a highlighted target in Star Hop or Number Snake is recorded as guided play. Clearing a row in Block Party is a movement or building action. These actions are not included in checked-answer totals, and they cannot establish number or letter recognition. Delivery counts, stickers, and finished traces are souvenirs or completion records, not proof of a skill. Detailed response notes and story progress stay on this device; signed-in accounts still sync the existing completion and star records. Older notes retain their original saved data.

Look for the same idea on another day, with different objects and without a revealing cue. For example: offer five toy cars and ask for three; spread the same three cars apart and count them again. The app cannot see help from an adult, and a finished game or star is not proof of mastery.

The number progression draws on the IES teaching-math practice guide and Head Start preschool mathematics goals. These inform the activity design; they do not establish the effectiveness of this website.

A garage with words and a purpose

Little Builder asks for a door, roof, window, and tree. Each correct choice adds that part to a recognizable garage. Then your child puts the car in, makes it go, and makes it stop. There is no reaction-time deadline.

Build together shows a picture model with two choices. Listen and build gives one short direction without that model. First, then is an optional challenge with two familiar pieces in order; return to one-step directions whenever that works better. Use sound, or read the request aloud.

After building a part, Hear it models a word and a small phrase, such as “Door. My door.” Leave a quiet moment for a word, gesture, or point. Keep building is always available. The game does not listen through a microphone or grade pronunciation. The final car controls are free play: “Go, car!” and “Stop, car!” produce different actions.

Try the same play with a toy car and a box garage. Model a useful phrase, then give time to respond. These ideas draw on ASHA's communication guidance; they are practice opportunities, not evidence of speech improvement or readiness for an evaluation.

A picnic with an order to remember

Snack Safari has three orders for three friends. Find a snack pairs a named food with a picture model and two choices. Make an order asks for one, two, or three of a food from a mixed tray. Your child can change the plate before tapping Serve.

Remember the order asks for two foods, one of each, in a particular order. The second choice has a fresh tray. Listen repeats the full request, and Serve checks the whole plate. An incorrect order stays open for another try. Help can model the request; a response after that clue is marked supported.

Each serving offers an optional word moment. Replay a word or phrase, point, or move on whenever your child is ready. After the three orders, the picnic lets your child hear food names again before finishing. Those replays add no answer records, and the game neither requires nor grades a spoken response.

Try a pretend picnic with toy food or familiar objects. Name the food, model a short phrase, and leave time for a response. ASHA's communication guidance suggests teaching food vocabulary and pausing after speaking. These ideas offer practice together; they do not establish the effectiveness of this game.

Read a story together

Stories offers a whole-book read-along. OpenAI’s British narrator leads a short passage, the current word is highlighted, and six picture questions invite a response. Each option is named before the answer buttons become available. A mistake receives a clue and another turn. Pause and replay give time to listen again; spoken attempts are optional and are not recorded.

Little word detective asks your child to find a spoken word among similar printed words. A picture and printed model offer support when needed. Tell it your way asks for four events in story order. These are listening, print-recognition and recall activities, not a complete phonics programme or a measure of pronunciation.

Reading progress saves for the selected player on this device. Choose Continue our story to return, or Read from the beginning for a new reading. Grown-ups can review first-encounter responses and clues used. These notes do not establish reading mastery or improvement over time. Word highlighting currently uses estimated timing within the recorded sentences.

Count and deliver with Rainbow Rally

Bunny needs apples for a picnic, Bear needs blocks for a tower, and Duck needs seed packets for flowers. In Rainbow Rally, your child packs a requested quantity from a larger supply. Tap a supply to add it; tap cargo to take it out. Go checks the quantity. A different amount stays in the truck with a gentle suggestion to add or remove items.

  • Level 1 · Count together requests one, two, then three items. The host counts as cargo changes. All responses at this level are marked supported.
  • Level 2 · Pack a picnic practices quantities within one to five: the current route requests two, four, then five. Loading does not automatically count or display a running total.
  • Level 3 · Bigger deliveries practices quantities from six to ten: the current route requests six, eight, then ten from twelve available supplies. Loading again leaves the counting to the child.

Count with me or Help counts the packed cargo without changing it. A response after this cue is marked supported, as is a retry after the game explains how to repair a quantity. At every level, a correct set starts a short automatic drive to the friend; steering speed and motor precision are not being tested.

Each completed delivery adds the friend's picnic, tower or flowers to the game. The same creation is earned with or without help. Choose Next delivery to continue, or All games or All done after a completed delivery to save a shorter activity. Leaving before the first delivery adds no activity completion or sticker.

Arrival includes an optional phrase such as “Apples, please. Here you are!” Hear it repeats the model. A word, sound, point or smile is welcome, and moving on is always allowed. Rainbow Rally does not use a microphone or score pronunciation.

Deliveries stay on the selected player’s device. If the browser cannot save, play can continue but new delivery records may disappear when you leave.

What each world practices

🦉 Letters & Sounds

Recognizing upper- and lowercase letters, hearing beginning sounds and rhymes, and forming letters in stroke order are the building blocks of reading.

  • Letter Hunt — Letter recognition: uppercase first, then lowercase, then matching the two. Level four turns it round: hear a sound, find the letter.
  • First Sounds — Phonological awareness: hearing the beginning sound of a word.
  • Rhyme Time — Rhyme awareness: hearing that two words end the same way.
  • Letter Tracing — Letter formation the way school teaches it: numbered strokes on a three-line guide, starting at the red dot, while the host says the letter's sound. Level three traces your child's own name; level four pairs each capital with its small letter.
  • Spell It — Early spelling: building a word letter by letter while the host names each letter and sounds the word out. Level one copies a written word; later levels build from the sounds alone with extra letters to ignore, and level four spells your child's own name and longer words.

🐻 Numbers & Counting

Counting objects one by one, naming and writing numerals, knowing number order to 30, comparing more and less, and continuing patterns are core early-math skills.

  • Count It! — One-to-one correspondence: touching each object once while counting, then naming the total. Level four adds two little groups together.
  • Write Numbers — Numeral writing in stroke order: a red start dot, arrows and a grey guide at every level. Children can lift and continue from the red dot without losing their trace. Each numeral sits beside that many objects, so the symbol and the quantity are learned together; level four writes the teen numbers as two digits.
  • Dot to Dot — Number order and one-to-one counting: tapping 1, 2, 3… in sequence while saying each number, then discovering the picture. Levels go to 5, 10 and 20.
  • Bubble Buddies — Count together, then make an exact set from a larger supply. The child chooses when to check; extra bubbles stay available, and selections can be undone. In-game support is noted separately.
  • How Many? — Counting a group and choosing its numeral on a 1 to 10 number strip, the way a workbook asks 'How many? Write the number'. Level three uses dot cards so children start to see small amounts at a glance.
  • Missing Numbers — Number sequence to 30: reading a number line or grid with a gap and choosing what belongs there. Level one counts to 10, level two the teens, level three a 1 to 30 grid.
  • Number Trail — Follow a numbered route and fill a missing number in a short sequence. Each level changes the range, with original pictures revealed along the way.
  • Number Snake — Classic snake, made kind: steer with a d-pad, swipes or arrow keys and eat 1, 2, 3… in counting order (level three spells words, starting with your child's name). The board wraps at the edges, a wrong number is just 'not yet', and bumping into yourself only makes the snake dizzy — never game over.
  • Number Hunt — Numeral matching from 1 to 20, then finding a pictured group of one to six.
  • More or Less — Comparing quantities: more and fewer, then plain numbers up to 20.
  • Pattern Party — Recognizing and extending repeating patterns (AB, AAB, ABC).

🦊 Shapes, Colors & Sorting

Naming shapes and colors, sorting by a rule, and spotting what does not belong build the classification and reasoning skills used across school.

  • Shape Spotter — Naming basic shapes and spotting them in everyday objects.
  • Rainbow Rally — Pack a requested quantity from a larger supply, edit the cargo, then tap Go to check and deliver. Count together at level one; later levels offer help when needed. Each delivery adds a picnic, tower or flowers for a friend; delivery records stay on this device.
  • Color Splash — Naming colors and finding a color on real-world objects.
  • Sort It Out — Sorting by a rule (color, category, size) — an early logic skill.
  • Odd One Out — Noticing a difference and explaining a group — flexible thinking.
  • Little Builder — Listen for a named part and add it to a real garage. Optional word pauses model short phrases; then 'in', 'go', and 'stop' change what the car does. Records show picture and action choices, not pronunciation.
  • Block Party — A gentle falling-blocks game. Every piece is named and counted aloud ('a blue two', 'a yellow square'), a full row of seven is counted when it clears, and the level ends after a few rows. A full board is simply tidied — no game over.

🐰 Listening & Attention

Following one- and two-step spoken directions, holding things in memory, and finishing a short task from start to end — everyday skills that classrooms lean on.

  • Listen & Do — Following one-, two-, and three-step spoken directions in order.
  • Dino Match — Remembering where cards are, and hearing every card: its word, the letter it begins with, and how the word is spelled.
  • Snack Safari — Find a named food, pack an exact quantity, or remember two foods in order. Optional word moments model short phrases. Records describe food, quantity, and order choices, not spoken responses.
  • Echo Echo — Auditory and visual sequencing: repeating a pattern of sounds in order.
  • Star Hop — A real platformer with big buttons or arrow keys. Level one finds three stars; then numbered stars must be collected in counting order across sliding platforms and springs, a scrolling trail goes to ten, and the last level's stars spell your child's name. Falling just lands you back on the ground.

Playing together

The screen can only see taps. Pointing, gestures, sounds and words are all good answers when you play together — you can tap for your child, or wait. A few things that help:

  • Model, then pause. Say "Go car!", "More apple" or "My turn", then give your child time to respond in any way.
  • Talk about the play. Say "The car goes up!" or "A big tower!" Pause and leave room for a gesture, sound, or word.
  • Say the sound along with the host. Ask "What's that letter?" before a tap, and let the answer come in any form.
  • Trace their name. Add a player with your child's name or nickname and Letter Tracing level 3 will trace it, capital first, then small letters.
  • Take the idea off the screen. Toy cars, blocks and real bubbles make the same play with more to talk about.
  • Stop while it is still fun. The stretch button on every finish screen is a natural place to end.

Wonderpop is a practice tool made by a parent, not an assessment instrument or professional advice. What it records is what happened on the screen — stars for games, and descriptions of actions for adventures. It does not assess speech, diagnose, predict how an evaluation will go, or decide school placement. If you have questions about your child's development, your pediatrician and your school's team are the right people to ask.