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ReviewAges 4-7EducationalMathPuzzleNumber Sense

Kahoot! Numbers by DragonBox — the rare preschool math app where the mechanic IS the curriculum

WeWantToKnow / Kahoot, 2015 (acquired 2019). iOS, Android. Age 4–8. Nooms as Cuisenaire/Montessori manipulatives target number sense 1–20. Seam: post-acquisition subscription on legacy $19.99 IAP. CSM: "a stellar example."

Kahoot ASA (Oslo, Norway) — formerly WeWantToKnow / DragonBoxios · ipados · Android
78
Kahoot!

WeWantToKnow AS (Oslo, Norway), founded by Jean-Baptiste Huynh — a former math teacher. Released 2015; acquired by Kahoot! in May 2019 for $18M. Now "Kahoot! Numbers by DragonBox." 4.7 / 5 across 4,000 Apple App Store ratings. Age 4+. The Nooms are digital manipulatives "inspired by Cuisenaire and Montessori rods" — the mechanic targets number sense (magnitude, part-whole, subitizing) for 1–20 in 12 languages without any text. Seam: three IAP tiers post-Kahoot (Monthly $5.99, Family Annual $35.99, standalone one-time $19.99).

Where to buy →
Kahoot! Numbers by DragonBox — the rare preschool math app where the mechanic IS the curriculum app icon
The Score

How we got to 78

Fun
75
Learning
92
Safety
70
Value
70

The Play Score is a weighted average: Fun ×0.25, Learning ×0.3, Safety ×0.25, Value ×0.2. Anything below 60 on Safety caps the total at 70.

Split Verdict

What parents wrote vs. what their kids did

Quotes are sourced from public App Store, Google Play, and Reddit reviews captured during research. Reviewer handles shown verbatim where the platform makes them public; we never invent quotes or named children.

Sentiment across 5 parent reviews cited
40%
60%
Positive Mixed Negative
The Bottom Line

What's good, what's not

+ Worth It
  • The Nooms are explicit digital manipulatives "inspired by Cuisenaire and Montessori rods" — the mechanic literally IS the math (stack, slice, combine to target magnitude, part-whole, subitizing for 1–20). Linh-grade pedagogical anchor, not marketing.
  • Common Sense Media: "a stellar example of seamlessly incorporating important mathematical concepts into a fun game environment." Age 4+. Educational Value rated "a lot." 350 guided activities plus infinite free play.
  • Studio with publication-grade external validation. WeWantToKnow / DragonBox's Algebra 12+ line has been peer-reviewed by Chan et al (British Journal of Educational Technology 2023) — solving more DragonBox problems associated with higher math performance during COVID.
  • Second peer-reviewed corroboration: Decker-Woodrow et al, AERA Open 2023, names DragonBox 12+ as a low-cost intervention found to improve algebraic performance vs. control in U.S. K-12 deployment. Track record is real.
  • Language-free design. Common Sense Media: "the game itself doesn't involve any language, so it won't make a difference for kids." A 4-year-old who does not yet read English plays the same game an 8-year-old fluent in three languages plays.
  • 12 supported languages on iOS (English, Dutch, French, German, Italian, Japanese, Norwegian Bokmål, Polish, Portuguese, Spanish, Swedish, Turkish) — combined with the language-free mechanic, the app travels across households and bilingual settings without translation friction.
  • 4.7 / 5 average across 4,000 Apple App Store US ratings — broad parent base, consistent learning-happened signal across short reviews. Bigback2265 (5★): "It is helping my kids learn numbers." Jtyftyftjftjyttjnn (5★): "my child is learning how to count and numbers."
  • Studio founder Jean-Baptiste Huynh is a former math teacher (verified via Wikipedia, corroborated by TechCrunch acquisition coverage). Pedagogical mission tracks the founder's explicit frustration with how math is taught in schools.
  • Four well-differentiated activities: Sandbox (open exploration), Puzzle (250 puzzles), Ladder (strategic number building), Run (mental calculations). Scaffolds free play → guided practice → strategic application — the developmental arc preschool educators teach to.
  • Critical chorus on the studio's pedagogical track record is real. NYT: "the most impressive math education app I've seen." Forbes: "the first thing you should download on a tablet if you have kids 4-8." Corroborated by the peer-reviewed studies above.
Watch Out
  • CONTRARIAN: post-2019 Kahoot acquisition layered a Kahoot! Kids subscription on top of the original one-time-purchase model. Verified 2★ on sibling Algebra (Quivix): "I owned this game a few years ago before Kahoot! bought out DragonBox." Parents who bought once feel re-charged.
  • CONTRARIAN PEDAGOGICAL READ: DragonBox's symbol-first method is powerful for most but obscures for some. Verified 2★ on sibling Algebra (Shannon11667): "replacing numbers with fish just makes algebra way more confusing." Same Nooms-instead-of-numerals critique applies to Numbers.
  • IAP ladder is now three tiers: Kahoot! Kids Monthly $5.99, Kahoot Plus Family Annual $35.99, standalone one-time $19.99. Trips the editorial threshold on IAP count even though none are predatory consumables. Default surface on a 4+ app is "free with subscription."
  • App Privacy label is "Data Linked to You" — Analytics (User ID), Product Personalization (Name), App Functionality (Email Address, User ID). Pre-acquisition DragonBox sat lighter on the privacy lineup; post-Kahoot the account-system adds tracked identifiers.
  • Common Sense Media flags: "the cute creatures that represent numbers — Nooms — eat each other when forming bigger numbers, which will delight most kids but could be disturbing for a few." Worth a parent preview before handing the iPad to a particularly literal 4-year-old.
  • Subscription-trial UX seam: verified 2★ App Store review (jahdbdbhej, Feb 2022) reports being charged $9.99 immediately instead of the advertised one-week free trial; developer response had to clarify monthly vs. annual confusion. Real cost the post-2019 surface added.
  • No console or board game version exists. Mobile-only (iOS, iPadOS, Android). The 4–8 audience who would benefit most from the manipulative mechanic on a larger tactile surface (iPad mini is the floor) loses some of the pedagogical anchor when scaled down to a phone screen.
Skills Developed

What your kid is actually practising

Fine motor

Tap, drag, stack, slice. iPad-scale interactions land cleanly; phone-scale shrinks the Noom canvas enough that the manipulative metaphor loses some tactile clarity. Worth holding for the larger surface where the manipulative tradition was designed to live.

Number sense

The whole pedagogical anchor. Nooms are digital Cuisenaire/Montessori rods — magnitude is visual (a two stands twice as tall as a one), part-whole is haptic (slice a five into a two and a three), composition is the loop. Common Sense Media verifies skill: "addition, subtraction, division, part-whole relationships, number sense."

Pattern recognition

The Puzzle and Ladder activities ask the kid to recognize numeric patterns (which Nooms combine to make 7; which decomposition gets you across the ladder). 250 guided puzzles per the App Store description — scaffolds a real recognition curriculum, not a one-off drill.

Problem solving

Run (mental calculation) and Ladder (strategic number building) ask the kid to plan a multi-step manipulation: "to get there from here, I have to slice this five, combine these twos, then stack the leftover." The pedagogical literature names this as the bridge from counting to operational math.

Attention

Sustained focus on one Noom-canvas at a time. Calmer than fast-paced arcade math drill (Math Bingo, Quick Math Jr), faster than passive number-recognition apps. Sits in the preoperational-to-concrete-operational transition (Piaget) where sustained one-task attention is being built.

Screen Time

A healthy way to play it

15
minutes

About 15 minutes per session

Saves anywherePause-friendly
Price Watch

Where to buy — and where it's actually cheapest

StorePlatformPrice
App Store Best price
iOS / iPadOS
iOS / iPadOSFreeBuy →
Google Play
Android
AndroidFreeBuy →
Web
Browser
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Community

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