Pevlika Kids

Play, explore and learn at your own pace.

No ads · No accounts · Progress stays on this device

Choose an age group

Find playful first discoveries, creative adventures and thoughtful challenges for your child.

Games for ages 2–3

Ad-free toddler games for ages 2–3: meet first colors and numbers one to five, count flowers, pop bubbles, hear real animals, match shapes and finger paint.

  • Bubble Pop

    Bubbles float up and pop with a single tap, each one singing the next note of a gentle tune. Some hide animals that call out or stars to collect — there is nothing to miss or lose.

    cause and effect · hand-eye coordination · animals

  • Animal Sounds

    Hear a real recorded animal call and find who made it among four animal pictures. The replay button repeats the sound as often as needed. A wrong animal plays its own call and names itself, then the same question waits for another try.

    listening · animals · vocabulary

  • Find It

    Hear a picture name and tap that picture among three or four, from 88 original pictures of animals, food, vehicles and everyday things. Three correct finds open the next level, and each level brings less familiar words: first words such as cat, ball and apple, then everyday words such as giraffe, umbrella and drum, then octopus, anchor or lighthouse. Toddlers start with three pictures; ages 4–6 start with four and finish with look-alike pictures from the same family. A wrong tap names its picture and repeats the request.

    listening · vocabulary · visual search

  • Kids Piano

    Rainbow keys play piano, xylophone, flute or a kitten voice. Several fingers can play at once, sliding plays a glissando, and the song button lights the next key of a simple tune.

    music · rhythm · cause and effect

  • Finger Paint

    An open white page, six rainbow paints and three chunky brushes. Draw with several fingers, undo a stroke or explicitly clear the page. Pictures stay in this browser across switches, reloads and rotation, with a visible message if a new save cannot fit.

    creativity · fine motor · art

  • First Colors

    Hear “Choose red” and tap that color among two, then three, large swatches. A wrong color names itself — “This color is blue” — and the right one is confirmed: “Yes, red!” Red, blue, yellow, green, orange and purple each come in turn, and distinct picture symbols also support color-blind players. No reading or color vocabulary is needed.

    color discovery · listening · visual matching

  • First Numbers

    See a large numeral beside that many big apples and count them by tapping each one: every apple counts once and the running count is spoken. Counting the last apple finishes the lesson. Toddlers stay with one to five; preschoolers continue with zero (an empty plate) and six to ten.

    counting together · numeral discovery · quantity

  • Shape Match

    Shapes slide onto their matching shadows — first circles and squares, later stars, hexagons and animal outlines that train careful looking.

    shapes · visual matching

  • Color Sort

    Children drag colorful balls into the jar of the same color. Each color also carries a white symbol, so color-blind players can sort too. Rounds grow from two colors to six.

    colors · sorting · fine motor

  • Rainbow Hunt

    Hear and see a color name, then find its color on shapes that change independently of color. Toddlers choose between two or three shapes with a swatch clue. Collect six different colors to finish a rainbow, then try listening without the swatch.

    color names · listening · visual recognition

  • Counting Garden

    Grow a flower garden to match the number and dots on the sign. Tap a pot to plant or remove a flower, then water the right amount. Toddlers count to three and five; preschool gardens reach ten.

    counting · number sense

  • Size Safari

    Line up friendly animals by size. Toddlers compare two animals; preschool children arrange up to five and later reverse the order. Every choice can be made with a tap.

    size comparison · ordering

  • Scene Builder

    Place animals and objects into original farm, ocean and space scenes. Drag, or select a piece and then its destination. Every destination shows a dark silhouette. Toddlers start with two targets and preschoolers build up to six objects; a complete reference picture is always one tap away. Unfinished scenes stay in the browser.

    spatial matching · observation · scene memory

Play games for ages 2–3

Games for ages 4–6

Ad-free games for ages 4–6: learn letters, numbers and colors, build first words from syllables, read picture words, then try puzzles, coding and guided chess.

  • First Colors

    Hear “Choose red” and tap that color among two, then three, large swatches. A wrong color names itself — “This color is blue” — and the right one is confirmed: “Yes, red!” Red, blue, yellow, green, orange and purple each come in turn, and distinct picture symbols also support color-blind players. No reading or color vocabulary is needed.

    color discovery · listening · visual matching

  • First Numbers

    See a large numeral beside that many big apples and count them by tapping each one: every apple counts once and the running count is spoken. Counting the last apple finishes the lesson. Toddlers stay with one to five; preschoolers continue with zero (an empty plate) and six to ten.

    counting together · numeral discovery · quantity

  • First Alphabet

    Hear “A, find the letter A” and choose it from three large letters. A wrong letter is named: “This is the letter M. Find the letter A.” Targets follow alphabet order through all 29 Turkish or 26 English letters before repeating. Tap the listening prompt to hear the letter name again. Turkish I and İ remain distinct; no word-initial or case-matching knowledge is required.

    alphabet discovery · letter shapes · listening

  • Animal Sounds

    Hear a real recorded animal call and find who made it among four animal pictures. The replay button repeats the sound as often as needed. A wrong animal plays its own call and names itself, then the same question waits for another try.

    listening · animals · vocabulary

  • Find It

    Hear a picture name and tap that picture among three or four, from 88 original pictures of animals, food, vehicles and everyday things. Three correct finds open the next level, and each level brings less familiar words: first words such as cat, ball and apple, then everyday words such as giraffe, umbrella and drum, then octopus, anchor or lighthouse. Toddlers start with three pictures; ages 4–6 start with four and finish with look-alike pictures from the same family. A wrong tap names its picture and repeats the request.

    listening · vocabulary · visual search

  • Kids Piano

    Rainbow keys play piano, xylophone, flute or a kitten voice. Several fingers can play at once, sliding plays a glissando, and the song button lights the next key of a simple tune.

    music · rhythm · cause and effect

  • Finger Paint

    An open white page, six rainbow paints and three chunky brushes. Draw with several fingers, undo a stroke or explicitly clear the page. Pictures stay in this browser across switches, reloads and rotation, with a visible message if a new save cannot fit.

    creativity · fine motor · art

  • Shape Match

    Shapes slide onto their matching shadows — first circles and squares, later stars, hexagons and animal outlines that train careful looking.

    shapes · visual matching

  • Color Sort

    Children drag colorful balls into the jar of the same color. Each color also carries a white symbol, so color-blind players can sort too. Rounds grow from two colors to six.

    colors · sorting · fine motor

  • Rainbow Hunt

    Hear and see a color name, then find its color on shapes that change independently of color. Toddlers choose between two or three shapes with a swatch clue. Collect six different colors to finish a rainbow, then try listening without the swatch.

    color names · listening · visual recognition

  • Size Safari

    Line up friendly animals by size. Toddlers compare two animals; preschool children arrange up to five and later reverse the order. Every choice can be made with a tap.

    size comparison · ordering

  • Scene Builder

    Place animals and objects into original farm, ocean and space scenes. Drag, or select a piece and then its destination. Every destination shows a dark silhouette. Toddlers start with two targets and preschoolers build up to six objects; a complete reference picture is always one tap away. Unfinished scenes stay in the browser.

    spatial matching · observation · scene memory

  • Material Boxes

    Classify objects as paper, wood, metal or fabric using drag, tap or keyboard selection. Preschool rounds start with two materials and picture clues; ages 7–9 use all four materials, eight objects and no sample pictures. This teaches materials without claiming local recycling collection rules.

    materials · classification · sorting

  • Counting Garden

    Grow a flower garden to match the number and dots on the sign. Tap a pot to plant or remove a flower, then water the right amount. Toddlers count to three and five; preschool gardens reach ten.

    counting · number sense

  • Number Aquarium

    Count visible fish in a fixed two-row ten-frame and choose the matching numeral. Tap fish once each to count together. Later rounds introduce an empty tank for zero, then quantities up to ten.

    numeral recognition · counting · zero

  • More or Less?

    Compare baskets of equal-sized apple pictures. Choose the basket with more, then practice fewer; later rounds also accept the equals button when both baskets hold the same quantity. No timer or penalty.

    quantity comparison · more and less · equality

  • Weather Wardrobe

    Watch a large animated weather scene with gentle rain, wind or bird sounds, then choose a hat, top and shoes from large named picture cards, one category at a time. All suitable offered clothes are accepted, including warm waterproof alternatives. Younger rounds offer fewer choices; older rounds also combine rain and cold.

    weather · everyday reasoning · classification

  • Spot the Difference

    Compare two illustrated animal gardens and tap the changed animals. Found differences get a permanent check; wrong choices gently wiggle, without a timer or penalty.

    observation · attention

  • Puzzle Time

    Real jigsaw pieces cut from six original pictures. A faint picture on the board shows where pieces belong, and children pick 4, 6, 9 or 12 pieces with picture buttons.

    problem solving · spatial thinking

  • Memory Cards

    Flip cards to find pairs of animals or shapes. Boards grow with age, from three pairs to ten; mismatches turn back without any time limit.

    memory · concentration

  • Picture Story

    Twelve original four-picture stories cover growing plants, animal life cycles, building a house, preparing food, making a kite, laundry and bedtime. Put the events in order with gentle unlimited retries. Every story appears before any repeats; unfinished stories and the current cycle stay saved on this device.

    sequencing · cause and effect · nature

  • Letter Mail

    Select a big uppercase envelope and deliver it to its lowercase mailbox. Each letter has exactly one partner. Early rounds use familiar shapes; later rounds use all 29 Turkish or 26 English letters, including correct Turkish I–ı and İ–i pairs.

    alphabet · letter recognition

  • Number Path

    Complete five stepping stones by placing the missing numeral cards in order. Preschoolers start with 1–5 and one missing stone, then reach twenty. Ages 7–9 work with numbers to 100 and count by twos, fives and tens.

    number order · sequencing

  • Dot Art

    Connect numbered points in order to reveal original house, fish, star, rocket and butterfly outlines. Preschoolers count by one with a next-point cue. Older players skip-count or work through descending number sequences, with no time pressure.

    number order · skip counting · drawing

  • Pattern Train

    Every wagon follows a pattern of shapes, colours or numbers. Children load the empty wagon with what comes next, and the train whistles away. Harder levels mix two rules or count in steps.

    patterns · logic · number sequences

  • Color Lab

    Mix two primary paint colors to match a target. Picture recipes and distinct symbols help children discover orange, green and purple, with unlimited gentle retries.

    color mixing · discovery

  • Sound Parade

    An animal band plays a short melody while its members light up. Repeat the sequence with picture buttons, replay freely and build up to longer tunes without a timer.

    listening · sequence memory · music

  • Garden Maze

    Guide a bunny to a carrot on a small connected garden maze. Move with neighboring picture tiles, arrow keys or large direction buttons. Revisiting a path is allowed, and progress stays local.

    spatial reasoning · planning

  • Sliding Picture

    Slide only a tile next to the empty space to reconstruct an original picture. Every board is scrambled by reversible legal moves and has a solution. Four-piece numbered boards grow into nine- and sixteen-piece boards; a full reference and unfinished local saves remain available.

    planning · spatial reasoning · picture assembly

  • Math Picnic

    Two groups of apples make a picnic addition problem. Tap the apples to count them, then choose their combined number from three picture-supported answers. Preschool totals grow from four to twelve; ages 7–9 add within twenty.

    addition · number sense

  • Little Market

    Buy pictured produce using pretend star tokens. Add coins, undo an extra coin and check an exact payment. Older rounds total several prices; ages 10–12 calculate change from 50 or 100. No real money, checkout or account is involved.

    counting · addition · making change

  • First Letter Hunt

    Reinforcement after learning letter shapes and names: look at a letter and find the picture whose name begins with it. Pictures have spoken prompts and visible names, and each choice has a different first letter. Turkish and English use their own picture vocabulary and alphabet.

    alphabet · vocabulary · initial letters

  • Word Builder

    Build pictured words in reading order. Preschoolers join two or three syllables over faint guide letters, then spell short words letter by letter. Ages 7–9 hear the word and spell longer words without guides, ignoring spare tiles. A mistaken tile reveals only the next piece. Turkish words follow their real syllables (ke-di, kap-lum-ba-ğa).

    reading · syllables · spelling

  • Read and Find

    Read a written word, phrase or sentence and choose the picture it describes. The text is never read aloud first; a wrong choice says what that picture shows. Preschoolers read picture words and color words such as “red star”. Ages 7–9 read number words and sentences like “two red hearts and one blue star”, where every distractor changes one word.

    reading · color words · number words

  • Mirror Mosaic

    Paint the reflected half of a pixel pattern; the game celebrates automatically as soon as every reflected square matches. Erase, revise and keep an unfinished mosaic locally. Preschool boards start at 4×4; older children reach 8×8 patterns reflected over both axes.

    symmetry · spatial reasoning · pixel art

  • Robot Routes

    Arrange big arrow command blocks and run a program to guide a robot to its star. A blocked command is highlighted without erasing the program, so children can debug and try again. Each arrow moves the robot one square.

    coding · sequencing · debugging

  • Picture Logic

    Each row and column must contain every animal exactly once. Tap an editable cell, choose an animal or erase it, and retry conflicts gently. Guided 3×3 grids grow into 5×5 picture Latin squares; unfinished grids restore locally.

    logic · constraint reasoning · rows and columns

  • Chess Steps

    Twenty-nine single-move lessons use real chess rules, with no opponent engine or timer. First move a pawn forward, then learn every piece, blocked paths and the knight’s jump. Progress through captures, check, escaping check and two genuine checkmates. Arrows and replayable spoken explanations guide preschool players; older players can request the arrows. After the last lesson, play whole games as White against a gentle computer friend built on the same engine: it is kindest for ages 4–6 and plays more carefully for older children. Legal squares glow after choosing a piece, a move can be taken back, and unfinished games resume. Lessons can be revisited; progress stays on this device.

    chess movement · check and checkmate · playing a full game

Play games for ages 4–6

Games for ages 7–9

Ad-free games for ages 7–9: spell words, read phrases and sentences, count to 100 and by 2, 5 and 10, add to 20, learn chess and program robots.

  • Kids Piano

    Rainbow keys play piano, xylophone, flute or a kitten voice. Several fingers can play at once, sliding plays a glissando, and the song button lights the next key of a simple tune.

    music · rhythm · cause and effect

  • Word Builder

    Build pictured words in reading order. Preschoolers join two or three syllables over faint guide letters, then spell short words letter by letter. Ages 7–9 hear the word and spell longer words without guides, ignoring spare tiles. A mistaken tile reveals only the next piece. Turkish words follow their real syllables (ke-di, kap-lum-ba-ğa).

    reading · syllables · spelling

  • Read and Find

    Read a written word, phrase or sentence and choose the picture it describes. The text is never read aloud first; a wrong choice says what that picture shows. Preschoolers read picture words and color words such as “red star”. Ages 7–9 read number words and sentences like “two red hearts and one blue star”, where every distractor changes one word.

    reading · color words · number words

  • Number Path

    Complete five stepping stones by placing the missing numeral cards in order. Preschoolers start with 1–5 and one missing stone, then reach twenty. Ages 7–9 work with numbers to 100 and count by twos, fives and tens.

    number order · sequencing

  • Math Picnic

    Two groups of apples make a picnic addition problem. Tap the apples to count them, then choose their combined number from three picture-supported answers. Preschool totals grow from four to twelve; ages 7–9 add within twenty.

    addition · number sense

  • Material Boxes

    Classify objects as paper, wood, metal or fabric using drag, tap or keyboard selection. Preschool rounds start with two materials and picture clues; ages 7–9 use all four materials, eight objects and no sample pictures. This teaches materials without claiming local recycling collection rules.

    materials · classification · sorting

  • Spot the Difference

    Compare two illustrated animal gardens and tap the changed animals. Found differences get a permanent check; wrong choices gently wiggle, without a timer or penalty.

    observation · attention

  • Memory Cards

    Flip cards to find pairs of animals or shapes. Boards grow with age, from three pairs to ten; mismatches turn back without any time limit.

    memory · concentration

  • Puzzle Time

    Real jigsaw pieces cut from six original pictures. A faint picture on the board shows where pieces belong, and children pick 4, 6, 9 or 12 pieces with picture buttons.

    problem solving · spatial thinking

  • Dot Art

    Connect numbered points in order to reveal original house, fish, star, rocket and butterfly outlines. Preschoolers count by one with a next-point cue. Older players skip-count or work through descending number sequences, with no time pressure.

    number order · skip counting · drawing

  • Sound Parade

    An animal band plays a short melody while its members light up. Repeat the sequence with picture buttons, replay freely and build up to longer tunes without a timer.

    listening · sequence memory · music

  • Pattern Train

    Every wagon follows a pattern of shapes, colours or numbers. Children load the empty wagon with what comes next, and the train whistles away. Harder levels mix two rules or count in steps.

    patterns · logic · number sequences

  • Garden Maze

    Guide a bunny to a carrot on a small connected garden maze. Move with neighboring picture tiles, arrow keys or large direction buttons. Revisiting a path is allowed, and progress stays local.

    spatial reasoning · planning

  • Little Market

    Buy pictured produce using pretend star tokens. Add coins, undo an extra coin and check an exact payment. Older rounds total several prices; ages 10–12 calculate change from 50 or 100. No real money, checkout or account is involved.

    counting · addition · making change

  • Sliding Picture

    Slide only a tile next to the empty space to reconstruct an original picture. Every board is scrambled by reversible legal moves and has a solution. Four-piece numbered boards grow into nine- and sixteen-piece boards; a full reference and unfinished local saves remain available.

    planning · spatial reasoning · picture assembly

  • Mirror Mosaic

    Paint the reflected half of a pixel pattern; the game celebrates automatically as soon as every reflected square matches. Erase, revise and keep an unfinished mosaic locally. Preschool boards start at 4×4; older children reach 8×8 patterns reflected over both axes.

    symmetry · spatial reasoning · pixel art

  • Robot Routes

    Arrange big arrow command blocks and run a program to guide a robot to its star. A blocked command is highlighted without erasing the program, so children can debug and try again. Each arrow moves the robot one square.

    coding · sequencing · debugging

  • Picture Logic

    Each row and column must contain every animal exactly once. Tap an editable cell, choose an animal or erase it, and retry conflicts gently. Guided 3×3 grids grow into 5×5 picture Latin squares; unfinished grids restore locally.

    logic · constraint reasoning · rows and columns

  • Chess Steps

    Twenty-nine single-move lessons use real chess rules, with no opponent engine or timer. First move a pawn forward, then learn every piece, blocked paths and the knight’s jump. Progress through captures, check, escaping check and two genuine checkmates. Arrows and replayable spoken explanations guide preschool players; older players can request the arrows. After the last lesson, play whole games as White against a gentle computer friend built on the same engine: it is kindest for ages 4–6 and plays more carefully for older children. Legal squares glow after choosing a piece, a move can be taken back, and unfinished games resume. Lessons can be revisited; progress stays on this device.

    chess movement · check and checkmate · playing a full game

  • Code Breaker

    Crack a secret row of coloured pegs by reasoning from feedback: checks for right colour and place, rings for right colour in another place. No guess limit, and hints when stuck.

    deduction · logic · memory

Play games for ages 7–9

Games for ages 10–12

Ad-free games for ages 10–12: program a robot, crack color codes, learn chess to checkmate, solve number patterns, make change from 50 or 100 and do puzzles.

  • Memory Cards

    Flip cards to find pairs of animals or shapes. Boards grow with age, from three pairs to ten; mismatches turn back without any time limit.

    memory · concentration

  • Puzzle Time

    Real jigsaw pieces cut from six original pictures. A faint picture on the board shows where pieces belong, and children pick 4, 6, 9 or 12 pieces with picture buttons.

    problem solving · spatial thinking

  • Sound Parade

    An animal band plays a short melody while its members light up. Repeat the sequence with picture buttons, replay freely and build up to longer tunes without a timer.

    listening · sequence memory · music

  • Dot Art

    Connect numbered points in order to reveal original house, fish, star, rocket and butterfly outlines. Preschoolers count by one with a next-point cue. Older players skip-count or work through descending number sequences, with no time pressure.

    number order · skip counting · drawing

  • Garden Maze

    Guide a bunny to a carrot on a small connected garden maze. Move with neighboring picture tiles, arrow keys or large direction buttons. Revisiting a path is allowed, and progress stays local.

    spatial reasoning · planning

  • Little Market

    Buy pictured produce using pretend star tokens. Add coins, undo an extra coin and check an exact payment. Older rounds total several prices; ages 10–12 calculate change from 50 or 100. No real money, checkout or account is involved.

    counting · addition · making change

  • Sliding Picture

    Slide only a tile next to the empty space to reconstruct an original picture. Every board is scrambled by reversible legal moves and has a solution. Four-piece numbered boards grow into nine- and sixteen-piece boards; a full reference and unfinished local saves remain available.

    planning · spatial reasoning · picture assembly

  • Mirror Mosaic

    Paint the reflected half of a pixel pattern; the game celebrates automatically as soon as every reflected square matches. Erase, revise and keep an unfinished mosaic locally. Preschool boards start at 4×4; older children reach 8×8 patterns reflected over both axes.

    symmetry · spatial reasoning · pixel art

  • Pattern Train

    Every wagon follows a pattern of shapes, colours or numbers. Children load the empty wagon with what comes next, and the train whistles away. Harder levels mix two rules or count in steps.

    patterns · logic · number sequences

  • Robot Routes

    Arrange big arrow command blocks and run a program to guide a robot to its star. A blocked command is highlighted without erasing the program, so children can debug and try again. Each arrow moves the robot one square.

    coding · sequencing · debugging

  • Picture Logic

    Each row and column must contain every animal exactly once. Tap an editable cell, choose an animal or erase it, and retry conflicts gently. Guided 3×3 grids grow into 5×5 picture Latin squares; unfinished grids restore locally.

    logic · constraint reasoning · rows and columns

  • Chess Steps

    Twenty-nine single-move lessons use real chess rules, with no opponent engine or timer. First move a pawn forward, then learn every piece, blocked paths and the knight’s jump. Progress through captures, check, escaping check and two genuine checkmates. Arrows and replayable spoken explanations guide preschool players; older players can request the arrows. After the last lesson, play whole games as White against a gentle computer friend built on the same engine: it is kindest for ages 4–6 and plays more carefully for older children. Legal squares glow after choosing a piece, a move can be taken back, and unfinished games resume. Lessons can be revisited; progress stays on this device.

    chess movement · check and checkmate · playing a full game

  • Code Breaker

    Crack a secret row of coloured pegs by reasoning from feedback: checks for right colour and place, rings for right colour in another place. No guess limit, and hints when stuck.

    deduction · logic · memory

Play games for ages 10–12

About Pevlika Kids

Pevlika Kids is a separate, distraction-free space inside Pevlika, with games for ages 2–3, 4–6, 7–9 and 10–12. Once a game screen is open there are no headers, recommendations or advertisements — only big picture buttons, gentle sounds and games that can be understood without reading.

Every game runs in the browser on the device itself. Progress is saved only in that browser, so there is no account to create. Only anonymous game counts are sent, without identifiers, cookies or saved progress. Wrong moves get a friendly wiggle and another try; there are no timers, scores to lose or failure screens.

For parents

Made for small hands

Large rounded targets, drag-and-drop that forgives near misses, and layouts that fit phones and tablets in portrait or landscape without scrolling.

Grown-up gate

Settings sit behind a press-and-hold lock, and the Pevlika logo leads back to the main site; both ask a quick sum, or an optional four-digit PIN, and a wrong answer simply returns to the games. It prevents accidental taps; like any website, it cannot stop the browser or device from being closed.

Private by design

The child area loads no advertising or third-party analytics scripts and asks for no personal information. Anonymous aggregate counts help us understand which games work well; they contain no identifiers or cookies. Settings and progress stay in local browser storage and can be reset at any time.

Works like an app

Add an age group to the home screen for a full-screen, app-like experience. Sound starts after the first tap, as browsers require, and can be muted with one button.

Questions

Is Pevlika Kids free?

Yes. All games are free to play in the browser with no sign-up, in-app purchases or advertising in the child area.

Which devices does it work on?

Recent versions of Safari on iPhone and iPad, Chrome on Android, and desktop browsers. The games adapt to small phones and large tablets in either orientation.

Does it collect information about my child?

We collect anonymous game counts, without accounts, identifiers, cookies, Google Analytics or advertising scripts. Progress and settings stay only in this browser on this device.

Can my child leave the games by accident?

The child screens have no links to other pages. Settings and the exit sit behind a grown-up gate. Browser and system navigation (closing the tab, switching apps) cannot be prevented by any website.

Why is there no sound?

Browsers only allow sound after the first tap. Check the speaker button in the top bar and the device volume or silent switch.

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