Everything here runs in a browser, needs no account and works on a school Chromebook or an interactive whiteboard. Rounds are short by design, so a game fits a starter, a plenary or the ten minutes after a test when the room still needs something worthwhile to do.
Math
Best after the method is taught, when what is left is the repetition that builds speed. Each of these marks itself, so a whole table can practice at once while you work with one group.
Reading and words
Spelling, vocabulary and letter patterns, in rounds short enough to fit a starter or the last ten minutes before a bell.
Thinking and problem solving
Games that reward planning ahead. These suit a whole-class projection, with the room calling out the next move and reasoning about why.
Memory and attention
Quick rounds that settle a room after a break, and a straightforward way to show a class that attention is something you can practice.
Typing
Keyboard skills that pay back across every other subject. Short daily bursts beat one long session, and progress is easy to see week to week.
Using these with a whole class
Projected on a board, these work best as a shared activity rather than a race. Ask the room for the next move and why before you tap it, and the game becomes a discussion with a scoreboard attached. A wrong answer from thirty voices is far easier for a child to be part of than a wrong answer alone.
On individual devices, the useful trick is a fixed short block rather than an open one. Ten minutes of practice that every child starts and finishes together keeps the room level and makes the transition out of it painless.
Running the room
For picking names, timing an activity, splitting teams and settling a class, the tools live on the classroom games and tools page. Guides and printable activity sheets are in teacher resources, which also sets out what the site does and does not collect, in case you need to clear it with someone before using it.