Learning
Math for Kindergarten 2+ Years
First counting, adding and subtracting as puzzles, quizzes and playful tasks.
Six is the year the child stops asking what a game does and starts telling it what to do. School has arrived or is arriving, letters and numbers are suddenly everywhere, and the games that survive are the ones that leave room for the child's own plan.
Learning
First counting, adding and subtracting as puzzles, quizzes and playful tasks.
Learning
First letters the hands-on way: trace, hear phonics and start reading syllables.
Learning
A collection of learning mini-games: letters, numbers, colors, shapes and puzzles in one app.
DIY & Crafts
A DIY studio where kids design their own phone cases with paint, charms and stickers.
Simulator
A toy mall to run: groceries, shops and checkouts in playful everyday scenarios.
Dress Up
A chibi doll dress-up studio with hundreds of outfits, hairstyles and accessories.
Cooking
An ice-cream and dessert maker where kids scoop, swirl and decorate sweet treats.
Simulator
A six-year-old works to a goal they set themselves: not “play the salon game” but “make the whole look match the blue shoes”. That means open-ended tools beat guided activities. Phone Case Maker becomes a design brief, Chibi Dolls becomes a wardrobe project, and Mall Simulator turns into a run-the-shop story with rules the child invents.
School content arrives at the same time. Math for Kindergarten and ABC for Kids sit alongside classroom work as low-pressure practice — counting, letter shapes, phonics sounds — with no scores to defend and no streaks to protect. We describe them as practice activities, not as a curriculum or a measurable outcome.
Most JMH games are designed for ages 2–5, and a six-year-old will outgrow the first-tap titles quickly. The games listed here are the ones with genuine headroom — creative studios, DIY workshops, simulators and the learning set. If your child finds a game too easy, that is the game telling you it belongs to a younger sibling now.
Six-year-olds can handle a plan: agree what “finished” means before the session starts — one completed design, one set of activities — and let that be the stopping point rather than the clock. After a school day, a short creative session is often a decompression tool rather than another task; that is a legitimate use of it.
Everything here is free to download, contains no ads and works offline after installation, with optional purchases behind a parental gate. At six a child can usually reach the store on a shared device, so device-level purchase approval is worth switching on.
Some of our catalog is — and we say so. The games on this page are the open-ended ones where the child sets the goal, so the play grows with them instead of being finished after a week.
They give relaxed practice with letters, counting and shapes. They are not a curriculum and we do not claim measurable school outcomes — treat them as practice, not as teaching.
They run on iPhone and iPad, and 30 of our 37 titles are also on Google Play for Android phones and tablets. All of them play offline once installed, which suits a device without a data plan.
There is no single number, and we are a games studio rather than a health authority. Guidance from bodies such as the American Academy of Pediatrics focuses on what the time displaces — sleep, movement, family time — rather than on minutes alone.
Either side: games for 5-year-olds and games for 7-year-olds. By theme: educational and learning games and DIY and craft games.