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Mathroom

Free math practice for grades 1 through 9.

No accounts. No ads. No student data collected. Nothing to install.

Open Mathroom Download the one page summary (PDF)

What a session looks like

A learner picks a track and works through questions in the main room. They choose an answer, check it, and get feedback. Worked explanations sit beside the question, so a method is always one tap away rather than something they have to go looking for.

Choose a track. Choose the learner’s current grade, 1 through 9, to practice math from the previous school year. Grade 1 practices kindergarten math. Each track has a Review starting point plus seven topic levels. You or the learner chooses; nothing is locked behind a placement test.

Practice. Questions are drawn from the chosen track. Recent accepted answers adjust difficulty in bounded steps, and the system watches skill coverage inside a topic, so a learner gets useful variety rather than repetitions of whichever question is easiest to get right.

Get help without losing anything. A first miss opens a retry on the same problem. Show Steps reveals the worked solution and makes that round practice only, then a fresh problem gives the learner a clean chance to use the method. Help is unlimited and never penalised.

Come back to it. Cleared material returns on a schedule. The current intervals are one, three, seven, and twenty one days. A successful review pushes the interval out; a miss brings it closer. Due questions are woven into ordinary practice rather than living in a separate revision queue.

Tools, free from the first question

Both are available immediately. Neither is earned, unlocked, or purchased.

A calculator with its own keypad, usable by keyboard. You decide when it belongs in the activity: practise the computation by hand, check a result, or use it while reasoning about a larger problem.

A writing surface (the Scratch Pad downstairs, the Note Book upstairs) with lined, grid, and graph paper. Draw or type. Ink colours, erase, undo and redo, zoom, pan, and full screen. Work stays with the current learner and follows the current question. Closing the frame doesn't erase the page.

A learner can sketch a number line, divide a bar into fractions, label a shape, or write out an explanation, and then you can ask them about it. That's the part of the session no software does for you.

Progress reports you can print

No student data collected. Progress is stored on the device. The report has two views.

This Player: one learner's topic progress, answer counts, and mapped skills or standards.

Whole Device: every learner saved on the machine you're using, within the current world. Useful for a station tablet, a shared classroom computer, or a family device.

Printable progress reports for one learner or for the learners saved in the current world on this device.

How understanding is shown

Two ways, for two different things.

Topics show a numerical 0 to 100% mastery value. Skills and standards show bands: Not started, Emerging, Developing, Mastered.

What it is, and what it isn't

The report summarises practice evidence. It is not a grade, a diagnosis, or a placement recommendation. It summarises what a learner has practised and how consistently, which is useful for choosing what to work on next, and is not a substitute for your own assessment.

The part worth knowing about

Assisted answers don't enter the qualifying evidence the report reads from.

When a learner opens the worked steps, that round becomes practice rather than assessment. It still earns ordinary main-room answer rewards; it does not add mastery evidence or an unearned first-attempt streak bonus. The same applies to retries. The first attempt is what the record keeps.

The result is that help stays completely free for the learner while the practice evidence stays trustworthy for you. A learner cannot raise a number by asking for more help.

Setting it up

Multiple learners on one device. Create a local player profile for each. Names and grade choices carry between the two worlds; progress and rewards stay separate per world. Pick the right player at the start of a session.

Moving between devices. Export a portable backup for the selected player and world, then load it on the new device.

Worth telling families directly. Because progress is stored on the device, clearing browser data can remove it unless a backup has been exported. Saying this plainly is better than a learner losing a collection without warning, and exporting a backup takes about ten seconds.

Offline. Prepare the offline kit while connected. Core play and previously loaded content work offline. Radio and newly loaded video need a connection.

If your school network blocks it. School filters often block anything categorised as a game, and some block domains they haven't categorised. Ask IT to allow mathroom.fun: a browser based math program for grades 1 through 9 with no accounts, no advertising, no purchases, and no student data collected. The page for administrators has everything they'll ask for.

Information for administrators

Accessibility

WCAG 2.2 is the normative accessibility framework, and accessibility checks are part of the release gate.

In practice: Reduced Motion and Compact Layout. Larger question text. The 2D platformer has remappable keyboard controls, displayed controller mappings, and separate music, effects and voice volumes. Controller button prompts can match the connected layout; changing prompt artwork does not remap the controller. Optional read aloud using the device's own speech synthesis. Comic transcripts and readable text alongside every voiced tutorial.

And several things that aren't in a settings menu: nothing is timed in ordinary practice, answer choices hold their position while a question is on screen, and a wrong answer does not remove earned collections or currency.

Why students keep coming back

Two worlds, chosen at the front door. The Math Attic with Lacy and Pearl, the Math Basement with Riff and Thunk, each with its own artwork, music, companions, and stories. Same mathematics, same help, same free experience.

Practice opens the rest of it: collectible companions with mathematical themes, themed topic bosses, an arcade, sports, a world tour, comics, and an adventure mode with routes to explore.

Two things worth knowing about that layer:

The game's currencies are earned by doing math and cannot be bought with money. There is no checkout anywhere in the product.

Practice welcomes another try. A wrong math answer does not remove earned currency or collectibles. Action games have health, hazards and retries; the platformer can require another attempt at a level.

Common questions

Try it with one class.

Nothing to sign up for and nothing to cancel. Open it, pick a grade, and give a learner five minutes with it.

Open Mathroom

Download the one page summary (PDF)

Send it home

Take home flyer (PDF, two per sheet) · Newsletter paragraph (plain text)

Teacher quickstart online

Familiar math, ready to practice

Choose the learner’s current school grade. Levels 1 through 7 practice the previous year’s math. Level 0 starts one year earlier again, with kindergarten as the earliest curriculum and small-number foundations for first graders. An easier grade remains available when practice is a struggle.

Mathroom makes practicing math into a game. It is not a diagnostic tool or an official assessment. Diagrams and optional question reading help learners focus on the math; reading aloud does not reduce rewards.