A five-minute opener
The lightest way to bring Quiga into a classroom is a short opener at the start of the lesson. Choose a game that finishes quickly and every class can begin the same way, with nothing to prepare and no materials to hand out.
Supplement your curriculum with engaging thinking games. Track student progress and make learning interactive.
Games target thinking skills like math, logic, memory, and focus — complementing subjects you already teach.
See each student's performance across thinking areas. Identify strengths and areas for growth.
Set up a class with up to 30 student profiles. Each student logs in with a simple PIN.
Educator accounts are free. Contact us for custom classroom plans and curriculum integration support.
Manage classes, assign games, view performance reports, and set content appropriate for your students' age group — all from one educator dashboard.
Create an Educator Account
Add your students (name and age only — no personal data collected)
Choose games and let your students play
Each game maps to specific thinking areas. Use our games catalog to find the best fit for your teaching goals.
The lightest way to bring Quiga into a classroom is a short opener at the start of the lesson. Choose a game that finishes quickly and every class can begin the same way, with nothing to prepare and no materials to hand out.
A class holds up to 30 student profiles. Students sign in with a single PIN, and creating a profile needs only a name and an age, with no email address and no contact details.
The report is not a ranking of students. It shows which thinking areas each one is strong in and which are still developing. Comparing a student with their own earlier record usually tells you more than comparing them with the class average.
Educator accounts are free, and what we collect about a student is the minimum the lessons need. Children's data is handled to COPPA standards, games on quiga.io carry no advertising, and play data is not shared out for advertising purposes.
No. A game opens in the browser with no sign-up, which is usually what a short classroom activity needs. Accounts matter only when you want results to persist: without one the results stay in that browser, and with one they stay on the account. For a shared classroom device, playing without an account avoids leaving one student signed in for the next class.
One area below the game screen, separated from the play area. Nothing plays before a round, nothing interrupts a round, and nothing appears inside a game as a sponsored item, so a timed activity is not cut into. When a profile is known to belong to a child, the request is marked so that personalised advertising is not served to it. The advertising is what keeps the whole site free for a class to use.
51, switchable from the language menu at any time and applied across the whole site rather than to one page. In a classroom where students read different languages, each device can sit in a different language while running the same activity.
Only what the game itself produces — results such as score, correct answers and time taken — and it is described as game performance, not as an assessment of a student. Without an account it stays in the browser that was used; with an account it is kept on that account. Nothing here diagnoses, grades or evaluates a learner, and it should not be used in place of school assessment.
Yes. A number of games seat up to five players on the same screen and pass the turn between them, which suits a group activity on a single classroom display or tablet without needing a device for every student. No extra account is required for the additional players.