๐Ÿง  Quizzes ยท Ages 6โ€“18

How to think,
as a subject

Logic, evidence, argument, and the ability to notice when something that sounds convincing is not. Practised the way anything else is.

Planned Not playable yet. Listed so you can see where Zupelo is going, because an empty room is worse than an honest label.

Logic ยท Challenge

Everyone who studies passes. Ana passed. So Ana studied?

True, false, or neither?

Turn it around. Does the rule say anything about people who did not study?

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.

ยท
Discover ยท not yet Thinking opens at six. Younger children get the same puzzles inside Maths and The world, where the reading is lighter.
2
Explore ยท ages 6 to 8 Patterns and rules โ€” Sequences, odd-one-out, simple deduction, and explaining how you knew.
3
Master ยท ages 9 to 11 Working it out โ€” Logic grids, working backwards, breaking a problem into parts, and checking an answer.
4
Challenge ยท ages 12 to 14 Judging an argument โ€” Evidence, assumption, correlation and cause, and the flaws that hide in a good sentence.
5
Launch ยท ages 15 to 18 Thinking under pressure โ€” Formal logic, probability, decision-making, debate, and changing your mind on purpose.
What is different here

Three decisions worth explaining

The answer is not the point

Every puzzle asks how you knew. Getting there by luck and getting there by reasoning are scored differently.

Bad arguments, on purpose

Children are shown convincing nonsense and asked to find the join. It is the only way the skill transfers.

Changing your mind counts

Shells are paid for revising an answer when new evidence arrives, not only for being right first time.

Fifteen game types, filled by Quizzes

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.

Logic grids

Five facts, one arrangement that fits them all.

Escape room

The door opens when the reasoning does.

Spot the flaw

Somewhere in this argument is a hole.

Memory palace

A technique, not a talent.

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.

Quizzes shares that engine with the other eleven. A day spent on thinking 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.