๐Ÿ”ฌ Science & STEM ยท Ages 5โ€“18

Predict first.
Then find out.

Every project opens with a guess, and the guess is worth shells whether it turns out right or wrong. That is the difference between a child watching science and a child doing it.

In build Being written now. The path below is what is coming.

Circuits ยท Challenge

Two lemons instead of one. What happens to the voltage?

Say your guess before you wire it

No hint yet โ€” a guess is worth shells whether it lands or not. Tell me what you think first.

A sample, not a live game. Pelo hints and cheers โ€” he never chats.

The path

Five stages, three to eighteen

Not five difficulty settings. Each stage changes the reading level, the length of a round, how quickly Pelo offers a hint, and what the whole thing looks like.

1
Discover ยท ages 3 to 5 Noticing things โ€” Sorting, comparing, floating and sinking, and saying what you think will happen before it does.
2
Explore ยท ages 6 to 8 Fair tests โ€” One thing at a time. Materials, forces, living things, and measuring properly.
3
Master ยท ages 9 to 11 Explaining why โ€” Circuits, states of matter, the human body, habitats, and evidence that supports a claim.
4
Challenge ยท ages 12 to 14 Doing it properly โ€” Variables, error, chemical reactions, energy, genetics and the scientific method as a habit.
5
Launch ยท ages 15 to 18 Where it leads โ€” Mechanics, organic chemistry, cell biology, and the engineering that turns any of it into a thing that works.
What is different here

Three decisions worth explaining

A guess is paid for, right or wrong

Rewarding only correct predictions teaches children to guess safe. The shells arrive for committing to an answer, which is what a hypothesis is.

It ends off the screen

Roughly half of every project finishes with something built from what is already in the house. Anything needing heat, blades or chemicals asks for a grown-up before it will unlock.

A lab book that fills up

Predictions, photographs and results collect in one place. By fourteen a child has years of evidence that they can build things.

Fifteen game types, filled by Science & STEM

What a child actually does

We did not build five hundred unrelated games. We built fifteen game types any subject can fill, which is why the twelfth academy costs a fraction of the first.

Guess box

Commit to an outcome before anything moves.

Virtual lab

Wire it, mix it or drop it with nothing at stake.

Build it for real

A printable card and the things in your cupboard.

Show and tell

Photograph it. Pelo asks what surprised you.

One engine, every academy

Most apps adapt the difficulty. Zupelo adapts everything else too.

The pitch of a question is the easy part. What changes underneath is which skill comes next, how it is explained, when a hint arrives, how long a session runs, and what a wrong answer is taken to mean.

Science & STEM shares that engine with the other eleven. A day spent on science keeps the same streak as a day spent anywhere else, because losing interest in one subject should never cost a child the habit.

How the engine picks

๐Ÿš One currency

Shells, earned for finishing and for coming back โ€” never for being right. They cannot be bought and cannot be converted.

๐Ÿ”ฅ One streak

Any academy keeps it going. Miss a day and a streak save covers it, on every plan including free.

๐Ÿ”’ No leaderboard

There is no global ranking and no public profile. Comparison is with your own last week, or with friends a grown-up approved.

Every child learns differently.
Our AI learns how your child learns.