Free learning, one little win at a time
Diffy offers 17 free educational browser games for kids and illustrated books for curious kids and teens. Try the first level of every game without an account. No ads or downloads.
How Diffy works
What is Diffy?
Diffy offers 17 free educational browser games for kids and illustrated books for curious kids and teens. Try the first level of every game without an account. No ads or downloads.
Do I need an account?
The first level or introductory activity of every game is available without signing in. A grown-up signs in and chooses a player to unlock more levels and save progress. 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 |
|---|---|---|
| TypeQuest | Ages 6–12 | A touch-typing adventure across six worlds. |
| Cortex | Ages 7–14 | Quick brain games that sharpen focus and memory. |
| Prickly Pot | Ages 7–12 | Guide Pip through cozy mazes full of switches, hazards, and moving foes. |
| MathBlast | Ages 6–13 | Fast, friendly drills that build real arithmetic fluency. |
| CodeCritters | Ages 7–12 | Guide a critter with visual code — loops and all, no typing. |
| CoinQuest | Ages 5–11 | Make change, save, spend and give — with play money. |
| Amigo | Ages 6–12 | Learn Spanish words and phrases with pictures and audio. |
| MindMaze | Ages 8–14 | Sudoku, nonograms and deduction puzzles that level up. |
| GlobeTrek | Ages 7–12 | Flags, capitals and continents — explore the whole world. |
| WonderLab | Ages 6–11 | Space, animals, the body and more — explore, classify, quiz. |
| NoteQuest | Ages 6–12 | Read notes, train your ear and tap out rhythms. |
| Vertex | Ages 9–15 | Spin angles, hunt symmetry and plot coordinates — geometry you can play. |
| GeneLab | Ages 11–16 | From the atoms of life to DNA, RNA and proteins — build life's molecules. |
| AtomForge | Ages 11–16 | Build atoms, charge ions and snap molecules together — chemistry, hands-on. |
| QuarkQuest | Ages 12–16 | Smash atoms, meet quarks and hunt the Higgs — the universe's smallest LEGO. |
| Kinetix | Ages 9–14 | Launch, balance, roll and crash — real physics you can play with. |
| FeynLab | Ages 13–18 | Read Feynman diagrams, hunt the Higgs and meet the exotic particle zoo. |
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.