For teachers and school leaders

Most games reward the answer. Ours teach the thinking.

3D puzzles built on real wooden puzzles. When children get stuck, a coach asks them a question instead of handing over the answer, and you get a clear picture of how each child thinks.

  • Ages 3 to 14Five levels in every puzzle
  • 5 to 15 minutesA puzzle fits any lesson
  • Any browserNothing to install
  • No student emailsPrivate by design

Why AmuseMind

Three things no other puzzle site does.

1

A question, not the answer.

When a child is stuck, the coach asks a guiding question first. Then it points at one piece. Only on the third step does it show exactly where that piece goes. The child still does the solving.

Eight Logs, hint 2: one log glows
Hint 2 of 3

Look at the glowing log: it needs turning end for end. Where could its cut end meet another?

2

Evidence of learning, from play.

Every move, retry and hint is a small piece of evidence. AmuseMind turns it into plain sentences about each child, with the numbers behind every claim. Spot who is ready for a harder level, and how persistence grows over a term.

3

Reflection, built into every win.

After solving, the child says or types how they did it. The coach names what worked and asks one question to push their thinking further. It is metacognition, the habit teachers value and rarely get time to practise.

Hints you can trust

The solver decides what is true. The AI only says it kindly.

  1. The boardLog shapes and where they lie. Nothing else.
  2. The solverWorks out what is true: which log fits next, or which one is in the way.
  3. The coachTurns that one fact into kind words for ages 7 to 14.
  4. Your childThinks it through and does the solving.

In your classroom

Fits the lesson you already teach.

5 min

Lesson starter

One puzzle on the board. The class argues about which log goes next; the coach asks the question you would.

15 min

Maths stations

Pairs on tablets or Chromebooks. One moves, one explains, then swap.

Any time

At home

Share a link to a puzzle. It opens in any browser, with no app and no sign-up.

  • Chromebooks
  • iPads and tablets
  • Laptops
  • Phones

Skills framework

Nine skills. Every puzzle mapped to them.

The same skills appear in every puzzle, filter and, later, class report, with notes on where each supports your curriculum.

  • Spatial reasoning

    Imagining how objects look when turned, flipped or moved, and how parts fit a whole. A strong early predictor of later maths and science.

    Curriculum Geometry and spatial sense (Common Core K–5 Geometry; MOE Geometry strand).

    21 puzzles →
  • Shapes and geometry

    Recognising shapes and their properties, and seeing how small shapes make bigger ones (two triangles make a square).

    Curriculum Identify, compare and compose shapes (Common Core K.G, 1.G; MOE Geometry; NEL Numeracy).

    12 puzzles →
  • Logical reasoning

    Using clues and rules to work out what must be true, sorting things into groups, and explaining why.

    Curriculum Construct arguments and reason (Common Core MP2, MP3; MOE Reasoning, communication and connections).

    14 puzzles →
  • Planning ahead

    Holding a goal in mind and ordering the steps to reach it, including working backwards from the end.

    Curriculum Make sense of problems, plan a solution path (Common Core MP1; MOE Thinking skills and heuristics).

    13 puzzles →
  • Pattern recognition

    Noticing repeating and growing patterns and using structure to predict what comes next.

    Curriculum Look for and make use of structure (Common Core MP7, MP8; MOE Patterns; NEL Numeracy).

    8 puzzles →
  • Number sense

    Counting objects, matching amounts to numerals, and using number facts to solve puzzles.

    Curriculum Counting and cardinality, number and operations (Common Core K.CC, 1.OA; MOE Whole numbers; NEL Numeracy).

    7 puzzles →
  • Working memory

    Remembering where things are and what has been tried, while working on the next step.

    Curriculum Executive function: working memory (NEL Learning dispositions; supports MP1).

    8 puzzles →
  • Attention to detail

    Focusing on what matters, comparing carefully, and noticing the detail that sets one thing apart.

    Curriculum Attend to precision (Common Core MP6; NEL Discovery of the world).

    11 puzzles →
  • Persistence

    Staying with a hard problem, learning from mistakes, and changing approach instead of giving up.

    Curriculum Persevere in solving problems (Common Core MP1; MOE Metacognition; NEL Learning dispositions).

    31 puzzles →

Private by design

  • No student names or emailsChildren play under a class code and a player icon.
  • Only the board goes to AIHints send the puzzle state, never a name, a chat or a voice recording.
  • No ads, no trackingWe never sell data or show adverts to children.
  • Delete on requestRemove a student and all their data at any time.

Questions teachers ask

Does the AI ever just give the answer?

No. Hints always start with a question. The last of the three steps shows where one piece goes, and the child still has to place it and work out the rest.

Do children need accounts?

No. They join with a class code. Only teachers have accounts.

What devices does it run on?

Any modern browser: Chromebooks, iPads, Android tablets, laptops and phones. Nothing to install.

How long is a session?

Most puzzles take 5 to 15 minutes, so it fits a lesson starter, a station or homework.

What does it cost?

We are agreeing pricing with our first schools. Ask on the demo call.

Classroom guides

See it with your class in mind

A 20-minute call. We’ll play a puzzle together, walk through the hint coach and a sample report, and talk about what your class needs. Early schools help shape the school version.

We reply within two school days and only use these details to arrange the call. See our Privacy Policy.