

Digital maths game for Years 4–8: serve plush animal customers in a little grocery shop and practise making change, percentage discounts and use-by dates.
How it works
Pupils run a grocery shop and serve 9 customers per game. Each customer brings a real maths mission. Score out of 20, earn stars and upgrade the shop from a rough shed to a royal grocery. Every mistake is explained step by step.
Skills practised
- Stock: counting cases and singles (multiplication and addition)
- Use-by dates: working out the days left (time and calendars)
- Sales: percentage discounts of an amount (benchmark percentages, decimals)
- Till: making change in pounds and pence
For every learner
Suitable for Years 4–8 (ages 8–13), intervention and catch-up, and pupils with SEN. Includes a reading-comfort option and a calculator, and the game runs on computers, tablets and phones.
Works with or without Moodle
- Moodle or any SCORM 1.2 platform: the best score out of 20 goes to the gradebook automatically.
- Without Moodle: pupils play a simple HTML file in any browser. Nothing to install and no pupil accounts. Results are collected with verification codes.
What you receive
- SCORM 1.2 package
- Teacher File (full game with the teacher area)
- Student File (same game, without the teacher area)
- Teacher’s Guide with lesson ideas (25 to 40 minutes)
Curriculum
National Curriculum (England): money, decimals and percentages, Years 4–7.
Requirements
A computer, tablet or phone with an up-to-date browser. Headphones recommended.
Licence
Single-teacher licence: for your own pupils only. Please do not share or resell.
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