Best for ages 5–7 · Plays offline · Ten minutes a day

Find the pattern.

Twelve small games built to train fluid reasoning — matrix patterns, working memory, and logic — on ever-new puzzles. Structured around the reasoning abilities standardized intelligence tests measure.

Every block finds its place. So does every child — on their own ladder.

What it trains

Six abilities. Twelve games.

Fluid reasoning is the part of thinking that does not depend on what a child has already been taught. It is what culture-fair tests like Raven's Matrices measure, and it is what these twelve games practice — one construct at a time, on puzzles the child has never seen.

Find the Pattern

Infer the rule behind a set of shapes and pick what comes next — matrix and pattern induction.

Modelled on Item format modelled on Raven's-style matrices — the five rule types in Carpenter, Just & Shell (1990): constant, progression, figure-addition, distribution-of-three, distribution-of-two.

  • Category Match
  • Pattern Rule
  • Odd One Out
  • Rule Finder
Hold It in Mind

Keep a growing sequence or set in mind and act on it — span and updating.

Modelled on Item format modelled on span tasks — a sequence that grows and must be reproduced in REVERSE order (backward span).

  • Sequence Span
  • Pair Recall
Reason with Numbers

See numerical relationships and magnitudes — reasoning about quantity, not arithmetic recall.

Modelled on Item format modelled on number-relations items — magnitude and relation, not arithmetic recall.

  • Quantity Sense
  • Magnitude Compare
Check the Logic

Test whether a statement or choice must be true given the rules — verification and evaluation.

Modelled on Item format modelled on conditional-inference items — must be true, might be true, cannot tell.

  • Must Be True
  • Best Fit
See in Space

Build and transform shapes in space — construct a target pattern piece by piece.

Modelled on Item format modelled on block-construction and mental-rotation items.

  • Spatial Build
Make Something New

Produce many valid answers from an open prompt — divergent thinking.

Modelled on Item format modelled on divergent-production (fluency) tasks — the weakest link to Gf; included for range, not as a claim.

  • Idea Fluency

The plan

Two games a day. Six weeks.

Most kids' apps hand you a menu of twelve games and hope. We tried that with our own two boys and watched it collapse into one game inside a week. So JaxillMind ships a sequence instead: one ability per week, two games a day, ten to fifteen minutes — then an outside check to see whether anything actually moved.

Daily dose2 games · 10–15 min

  1. Week1

    working memory

    Span and updating are the capacity that gates every later construct. Also the children's current comfort zone — starting here means week 1 is adherence-building, not a fight.

    • Sequence Span
    • Pair Recall

    Check at the end of the week Digit span forward, then backward (home proxy). Record longest correct span.

  2. Week2

    inductive reasoning

    First contact with the PRIMARY construct, at its easiest rungs: classify, then extend a rule. Induction is the Gf core, so it gets two full weeks (2 and 3), entry then core.

    • Category Match
    • Pattern Rule

    Check at the end of the week Novel 1-2 feature pattern completion with shapes not used in the games.

  3. Week3

    inductive reasoning the one that counts most

    THE PRIMARY ENDPOINT WEEK. Odd One Out and What's the Rule? are the two games closest to a Raven's matrix item: infer the governing rule, detect the violation. This is the week the study's headline measure is trained most directly.

    • Odd One Out
    • Rule Finder

    Check at the end of the week PRIMARY MEASURE: child-friendly matrix puzzles, novel shapes, 1 changing feature (Axill) / 2 features (Jaxon). This is the headline number.

  4. Week4

    quantitative reasoning

    Quantity reasoning sits on top of induction (a number series IS an induced rule). Placed after the induction weeks so the child brings a rule-finding habit to it.

    • Quantity Sense
    • Magnitude Compare

    Check at the end of the week Novel number-relation items: complete the series, order three quantities and explain.

  5. Week5

    deductive reasoning

    Deduction (must this be true?) requires holding a rule AND testing it — it presumes weeks 1-3. Best Choice adds evaluation on top of verification.

    • Must Be True
    • Best Fit

    Check at the end of the week 8 novel 'must this be true from the rule given?' items + one 'which is best, and why?' scored on a 0-2 reason rubric.

  6. Week6

    visual spatial + generative

    Construction and generation are the two production tasks — the child makes rather than selects. Last because they are the most open-ended, and because generative is honestly the weakest link to Gf (per the brand node) and must not displace core weeks.

    • Spatial Build
    • Idea Fluency

    Check at the end of the week Build-to-match a block target + a mental-rotation pick; separately, 2-minute divergent fluency ('uses for a paper cup').

Week 3 is the one that counts most — matrix reasoning is the core of every fluid-intelligence test, and it is the week the outside measure is built around.

Try one

This is a matrix puzzle.

Same shape as a Raven's item — the thing intelligence tests are built from. Find the rule, then pick the missing block. In the app the difficulty climbs as your child gets them right.

Look across, not down.

Now two things change at once.

One changes down, one changes across.

How it is built

Nothing leaves the device.

Works offline

Installs once and plays on a plane, in a car, anywhere. No connection needed, ever.

Open and play

Type a first name and start. Nothing to set up, nothing to remember.

Nothing is collected

Your child's play is stored on your device and stays there. No analytics, no advertising, no third parties, no account — and no child's name ever leaves it.

The whole app

Every game, every level, from the first minute. Nothing is held back and nothing interrupts a child mid-thought.

You hold the report

The weekly progress report is made on your device. If you want to send it to a teacher, you send it.

Never the same run twice

Puzzles are drawn without repeats and the difficulty follows your child up, so a session is never a re-run of the last one.

Straight answers

What we will not claim.

This category has a history. In 2016 the FTC fined a brain-training company two million dollars for telling parents its games made their children smarter, without the evidence to back it. So here is exactly where we stand.

Will this raise my child's IQ?

We do not claim that, and you should be skeptical of anyone who does. Practice reliably improves the skill you practice. Whether that carries over into general intelligence is genuinely contested in the research, and we are not going to pretend otherwise on a sales page.

Do you have results yet?

No. Not one. We have designed the games around measured constructs and written the study that could earn a real claim — outside measures, before and after, with a control group at scale. Until that study runs and reads out, this page says what JaxillMind is BUILT to do, never what it has been PROVEN to do.

Then what do you actually promise?

Six weeks of structured, ten-minute daily practice on the reasoning abilities standardized tests measure, on puzzles that are new every time, with a plan you can follow and a check at the end. That is the whole offer, and it is one we can keep.

What is the Mensa connection?

None. Matrix reasoning is the core of culture-fair intelligence tests, which is why we build around it. JaxillMind is not affiliated with, endorsed by, or certified by Mensa.

Who it is for

Your child plays it. You read it.

For your child

Best for ages five to seven. Twelve games that stay interesting because the difficulty follows them up instead of stopping at a win screen. Ten minutes, then done — it is designed to end, not to keep them.

Why 5–7?

Down to five because half the games use no words at all — patterns, shapes, sequences and sounds. For the six that ask a short question, a grown-up reads it once and your child does the thinking. Up to seven because that is honestly where these puzzles top out — so that is where we say it fits best, rather than sell you a year your child finishes in a week. Older children are welcome; they will simply move faster.

For you

A weekly page that tells you which ability was worked, how many days it actually happened, and what to check this week. In plain language, with no score to misread.

Price

Free. The whole thing.

The whole collection, free — all twelve games, the full ladder, offline, no ads, nothing to buy inside the app. Premium is an optional extra for grown-ups, bought on the web. If you already have JaxillMind, nothing about it changes, ever.

Ten minutes a day. Start with the pattern.

Coming to the App Store. Works offline once installed.