Teachers Guide

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    Using Thea and Faye’s Amazing Adventure in Your Classroom

    Practical ideas for using our free games in lessons, group work, and homework.

    Class learning report

    With a School Site License, open the report to see scores, hardest questions, and per-student results. Print or download CSV.

    Why Games Work in the Classroom

    Children learn more when they are engaged. Games keep children focused. They provide fast feedback after each answer. Children try again straight away when they get something wrong.

    Thea and Faye’s Amazing Adventure is built for school use. All games are free. No accounts are needed. The site works on Chromebooks, tablets, laptops, and desktops.

    Each game has Easy, Medium, and Hard modes. You can set different children to different levels. This supports mixed-ability teaching without extra prep.

    Classroom Ideas

    Lesson Warm-Ups

    Start maths or English with 5 minutes of games. Children open the site and play one round. This settles the class and activates prior learning. The star system naturally motivates quick engagement.

    Station Rotation

    Add a games station to your rotation model. One group works with you. Another group plays on devices. Games need no supervision once children know how to use them.

    Revision Before Tests

    Before a test, assign games that cover the same topics. Children can check their own readiness. Three stars often means a child is ready. One star means they need more practice.

    Homework Alternative

    Assign specific games instead of worksheets. Children can access them on any device at home. Parents see the stars their child earns. This is more engaging than paper exercises.

    Mixed Ability Groups

    Direct stronger students to the next age group or Hard mode. Give students who need support Easy mode on the same topic. This happens naturally without calling attention to any child.

    Early Finishers

    When students finish work early, send them to Thea and Faye’s Amazing Adventure. Time is not wasted. The games cover curriculum content, so extra practice is always useful.

    Lesson Plan Ideas

    Maths Warm-Up (5 minutes)

    Ask all children to open the addition game. Set the level based on ability. After 5 minutes, ask two or three children to share one thing they noticed. Move into the main lesson. This takes no preparation and settles the class quickly.

    Times Tables Sprint (10 minutes)

    Use the multiplication games for a times tables sprint at the start of the week. Set a target: "Try to get more stars than last Monday." Children record their scores. This builds a weekly habit of tables practice.

    Spelling Game Session (15 minutes)

    Before a Friday spelling test, give children 15 minutes with the spelling games. They practise at their own pace. No stress, no pressure. Children who finish early can try a harder game. This works especially well on Thursday afternoons.

    Self-Assessment After a Unit (20 minutes)

    After finishing a unit of work, ask children to choose a matching game. Ask them to try Medium or Hard difficulty. The number of stars they earn gives a good picture of how secure their knowledge is. You can use this to plan the next unit.

    Year Group Guide

    K-1

    Kindergarten – Grade 1 (Ages 5–7)

    Best games: count objects, basic addition, number matching, sight words, rhyming. Start on Easy. Sit with children who are new to devices. Keep rounds short — most can manage 5 questions before a break.

    2-3

    Grades 2–3 (Ages 7–9)

    Best games: two-digit addition, subtraction, early multiplication, spelling patterns, word scrambles. Most children can work independently. The timed addition game is great for building number fluency.

    4-5

    Grades 4–5 (Ages 9–11)

    Best games: fractions, decimals, division, grammar, vocabulary. Children are independent learners. Challenge them to achieve three stars on Hard. Use these games as follow-up after new concepts are taught.

    6-7

    Grades 6–7 (Ages 11–13)

    Best games: order of operations, algebra, advanced vocabulary, logic games. Older students often enjoy the competitive element of timed games. Use these to consolidate skills before secondary school transition.

    Curriculum Coverage

    Our games cover core skills from national curricula for primary and early secondary school. Here is an overview:

    Maths

    • Number and place value
    • Addition and subtraction
    • Multiplication and division
    • Fractions and decimals
    • Algebra basics
    • Order of operations
    • Number patterns and logic

    English

    • Sight words and phonics
    • Spelling patterns
    • Vocabulary building
    • Grammar and parts of speech
    • Rhyming and word families
    • Antonyms and synonyms
    • Sentence completion

    Technical Setup

    Thea and Faye’s Amazing Adventure needs no setup. Open a browser and go to the website. That is all.

    • Works on school Chromebooks and managed devices
    • Works on iPads and Android tablets
    • Works on Chrome, Firefox, Safari, and Edge
    • No logins, accounts, or setup required
    • No downloads or installations
    • GDPR compliant — no student data collected

    Get in Touch

    We love hearing from teachers. Your feedback shapes what we build next. If you have ideas for new games, tell us which topics and year groups need the most support.

    Visit our Contact page to send us a message. We read every one.