Free learning, one little win at a time
Diffy offers 20 free educational browser games for kids and illustrated books for curious kids and teens. Play every game and level without an account. No ads or downloads.
How Diffy works
What is Diffy?
Diffy offers 20 free educational browser games for kids and illustrated books for curious kids and teens. Play every game and level without an account. No ads or downloads.
Do I need an account?
All games, levels and activities are available without signing in. A grown-up signs in to save progress and view the family’s progress. Guest practice is temporary. Public books can be read without an account.
Is Diffy free?
The games and books are free. Diffy has no ads. It measures product use through Firebase/Google Analytics and Vercel Analytics to improve the service.
Who are the games for?
The games cover different ages and subjects. Each game page lists its suggested age range, skills, and how to play. Those age ranges are guidance for choosing an activity, not an assessment of a child's ability.
Can I use Diffy at home or in a classroom?
A family or teacher can open a game or book in a browser and use it as an activity. Saved progress uses individual player profiles under a grown-up account. Diffy does not currently offer school rostering, an LMS integration, or a classroom administration dashboard.
What do I need to play?
An internet connection and a modern web browser; no app installation is required. Typing and coding activities work best with a physical keyboard. Games use English instructions; Amigo practices Spanish vocabulary.
Choose a game by subject and age
| Game | Suggested ages | What to explore |
|---|---|---|
| Data Detective | Ages 9–14 (younger kids with a grown-up) | Join Pip the owl: catch tricky charts and solve six data mysteries. |
| Algebra Workshop | Ages 9–14 | Help Bolt balance mystery packs, fix machines and build number bots. |
| Enterprise Simulator | Ages 9–14 (younger kids with a grown-up) | Open Fern’s lemonade stall, serve customers and grow your money sense. |
| TypeQuest | Ages 6–12 | Learn to touch-type from F and J to full sentences — 49 lessons. |
| Cortex | Ages 7–14 | Nine 1-minute brain games — beat your best score. |
| Prickly Pot | Ages 7–12 | Guide Pip the cactus through cozy mazes of switches, hazards and foes. |
| MathBlast | Ages 6–13 | 45-second math blasts and calm practice: sums, tables, fractions. |
| CodeCritters | Ages 7–12 | Guide a critter with visual code — loops and all, no typing. |
| CoinQuest | Ages 6–11 | Name coins, make change, budget and save — eight play-money games. |
| Amigo | Ages 6–12 | Match pictures to Spanish words and hear each one — 14 themes. |
| MindMaze | Ages 7–14 | Sudoku, nonograms and deduction puzzles that level up. |
| GlobeTrek | Ages 7–12 | Flags, capitals and continents — explore the whole world. |
| WonderLab | Ages 6–11 | Which planet is red? Quick science rounds on space, animals and more. |
| NoteQuest | Ages 6–12 | Name notes on the staff, echo rhythms and play tunes — with sound. |
| Vertex | Ages 9–15 | Sort angles, find symmetry and plot points — 14 geometry games. |
| GeneLab | Ages 11–16 | Tap your way from the atoms of life to DNA, codons and proteins. |
| AtomForge | Ages 11–16 | Explore atoms, ions and molecules in 14 quick chemistry levels. |
| QuarkQuest | Ages 12–16 | Zoom into the atom: quarks, forces, antimatter and the Higgs. |
| Kinetix | Ages 9–14 | Launch, balance, roll and crash — real physics you can play with. |
| FeynLab | Ages 13–18 | Read Feynman diagrams, build them step by step and test the rules. |
Illustrated books
Read panel by panel, or open the chapter text beneath the illustrated reader.
- The Human Story
A graphic-novel journey through the science of who we are and where we come from — starting with the spark that set Homo sapiens apart.
- The Examined Life
A graphic-novel introduction to philosophy — starting with the ancient question of what's real, and what it costs to find out.
- Made by Design
Why does the world look the way it does? A designer and a curious kid pull apart the made world — from door handles to factories to curb cuts — and learn to see (and revise) the designs all around us.
- How Not to Be Fooled
A graphic-novel crash course in evidence — maps that skip the ducks, averages that describe nobody, and headlines that skip the third wheel. A statistician and a curious kid learn to ask: who did we count, compared with what, and what else could be true?
- The Code of Life
A graphic-novel journey into what makes living things alive — from the tiny cities inside you to the four-letter recipe you share with every creature on Earth, and the slow, blind magic that shaped it all.
- Inside Your Head
A graphic-novel tour of your own mind — how attention aims like a spotlight, how seeing is really guessing, how memory rebuilds instead of records, how feelings carry messages, how practice wears a path, and how handy mental shortcuts can quietly fool anyone. A cognitive neuroscientist and a curious kid rehearse a library science night, one puzzle at a time.