
📖 Diffy Books · free · read or listen
How Not to Be Fooled
Chapter 3, The Average That Lied, is the same giant-footprint trick you solve in a case.
Read the chapter →Chapter 3: The Average That Lied · about 6 min
Start here: The jumping contest · Which team really jumps better? Make it a fair test. · About 3 minutes
Join Pip the owl to investigate six playful data mysteries: compare jumping teams, sort giant footprints, invite a fair sample and repair misleading posters. Each mission has three visual challenges; an optional Number Lab keeps the deeper numerical exercises. Play all activities without login; sign in to save progress and view family reports. Diffy measures product use to improve the service.
Manipulate the evidence before making a decision: equalize team sizes, order footprints, assemble a sample or change a chart baseline. Three generated challenges build from exploration to a fresh application, with specific feedback and optional clues. Number Lab retains detailed rate, summary, sampling and experiment exercises. Guest practice is temporary; sign in to save progress. This is introductory learning, not validated mastery or academic credit.
Ages 9–14 (younger kids with a grown-up). Kids can play without signing in; guest stars stay until you reload or close the page. A grown-up signs in once and adds a player for each kid, so Data Detective's stars and progress save to your account and follow you to any device.

📖 Diffy Books · free · read or listen
Chapter 3, The Average That Lied, is the same giant-footprint trick you solve in a case.
Read the chapter →Chapter 3: The Average That Lied · about 6 min
Help Bolt balance mystery packs, fix machines and build number bots.
Play Algebra Workshop →Open Fern’s lemonade stall, serve customers and grow your money sense.
Play Enterprise Simulator →It's free and has no ads. Diffy measures product use to improve the service. Ages 9–14 (younger kids with a grown-up).