Topmarks: Free Maths and Literacy Games for Primary Classrooms
Complete 2025 Topmarks guide for UK primary schools. Free educational games including Hit the Button, plus interactive whiteboard resources for EYFS to KS2.


Complete 2025 Topmarks guide for UK primary schools. Free educational games including Hit the Button, plus interactive whiteboard resources for EYFS to KS2.
Topmarks is a free educational website providing interactive games and resources for primary-aged children. Founded in 1998, it has become one of the most popular educational websites in the UK, visited by millions of teachers, parents, and children each year. The site is supported by advertising, which allows all content to remain free.
Unlike subscription-based platforms, Topmarks provides immediate, free access to its entire catalogue of games and resources. This makes it particularly valuable for schools with limited budgets and for families who want to support learning at home without additional costs.
| Access Type | Cost | What's Included |
|---|---|---|
| School Use | FREE | All games and resources |
| Home Use | FREE | All games and resources |
| Interactive Whiteboard | FREE | All games designed for IWB use |
Topmarks is genuinely, completely free. There are no premium tiers, no paid upgrades, and no school subscriptions required. The site is funded through advertising, which means users may see adverts, but all educational content is freely accessible.
The strongest area of the site, mathematics games cover topics from counting and number recognition through to fractions, multiplication, and problem-solving. Games are organised by topic and age range, making it easy to find activities that align with specific learning objectives. Popular games include Hit the Button (for rapid recall of number facts), Daily 10 (mental maths practice), and various place value and calculation games.
Literacy games cover phonics, spelling, grammar, and punctuation. While less extensive than the mathematics offering, useful resources include spelling games, grammar activities, and reading comprehension strategiesomprehension support. The phonics games align broadly with systematic synthetic phonics approaches.
Topmarks also includes games for science, geography, history, and other subjects, though these are less comprehensive than the core maths and English offerings. The site functions partly as a directory, linking to quality educational content from other sources alongside its own games.
Many Topmarks games are designed for whole-class use on interactive whiteboards. Teachers can use them for starter activities, mental maths sessions, or as interactive teaching tools. The visual format engages children and allows collaborative problem-solving.
Children can use Topmarks independently on classroom computers or tablets for consolidation and practice. The games provide immediate feedback, allowing children to learn from mistakes. This frees teachers to work with other groups while children practise.
Teachers can recommend specific Topmarks games for home practice. Since no accounts or passwords are required, access is straightforward for families. This supports learning continuity between school and home without creating access barriers.
Teachers can maximise learning outcomes by strategically incorporating Topmarks games into structured lesson plans, using them for differentiated learning, and combining them with assessment strategies. The key is to view these games as teaching tools rather than standalone activities, integrating them purposefully into broader learning objectives.
Effective implementation begins with careful game selection aligned to specific learning objectives. Rather than simply directing children to "play maths games," teachers should preview games beforehand, identifying those that directly support current teaching topics. For instance, when teaching place value to Year 3, games like "Place Value Basketball" can reinforce concepts introduced during direct teaching. Teachers might demonstrate the game during whole-class input, modelling thinking processes aloud before children practise independently.
Differentiation becomes straightforward with Topmarks' varied difficulty levels. Teachers can assign different games to different ability groups within the same lesson. While higher-attaining pupils tackle "Coconut Multiples" to extend their understanding of factors and multiples, those needing consolidation might work with "Hit the Button" on basic times tables. This approach allows all children to work at appropriate challenge levels whilst maintaining engagement. Some teachers create rotation stations where groups move between Topmarks games, hands-on activities, and teacher-led tasks, maximising both screen time effectiveness and varied learning approaches.
Assessment opportunities, whilst not built into the platform, can be created through teacher observation and pupil reflection. Teachers might use exit tickets asking children to explain strategies they used in specific games, or conduct mini-plenaries where pupils demonstrate game techniques to peers. Creating simple recording sheets where children note their scores and reflect on areas for improvement transforms game-playing into metacognitive learning experiences.
The most effective Topmarks games vary by year group, with Foundation Stage benefiting from simple counting and recognition games, Key Stage 1 pupils engaging with number bonds and phonics activities, and Key Stage 2 students tackling more complex problem-solving and calculation challenges. Success depends on matching game complexity to developmental readiness.
For Foundation Stage and Reception classes, games focusing on number recognition and early counting prove most valuable. "Teddy Numbers" helps children recognise numerals and count objects up to 15, whilst "Underwater Counting" combines engaging graphics with fundamental counting skills. These games work particularly well on interactive whiteboards during carpet time, allowing whole-class participation. Teachers report success using "Shape Monsters" for introducing 2D shapes, as children can physically point to shapes on the board whilst discussing properties.
Key Stage 1 teachers find tremendous value in games supporting number facts and early literacy. "Hit the Button" remains overwhelmingly popular for its versatility in practising number bonds, doubles, and times tables with adjustable difficulty. For phonics support, "Phonics Bloom" games complement systematic phonics programmes, though teachers should ensure alignment with their school's specific phonics scheme. Year 2 teachers particularly recommend "Mental Maths Train" for building computational fluency, using it as a regular morning starter activity to energise mathematical thinking.
Upper Key Stage 2 benefits from more sophisticated games challenging problem-solving abilities. "Ratio Rumble" introduces complex mathematical concepts through engaging gameplay, whilst "Tommy's Trek" develops understanding of coordinates and position. Year 6 teachers preparing for SATs find "Daily 10" invaluable for rapid mental maths practice, customising question types to address specific gaps identified through assessment. The competitive element in games like "Multiples and Factors" motivates older children whilst reinforcing crucial mathematical relationships needed for secondary readiness.
Topmarks distinguishes itself through complete free access and no registration requirements, contrasting sharply with subscription-based platforms like Mathletics or Education City. However, paid platforms typically offer comprehensive tracking, personalised learning paths, and broader curriculum coverage that Topmarks cannot match without funding.
When compared to subscription services, Topmarks' primary advantage remains accessibility. Platforms like Mathletics (approximately £99 per pupil annually) or Times Tables Rock Stars (around £75 per class) provide extensive analytics and progress tracking that Topmarks lacks. However, for schools facing budget constraints or serving communities where home internet access varies, Topmarks' zero-cost model removes financial barriers entirely. The absence of passwords also eliminates common access issues that plague subscription services.
The trade-offs become apparent in functionality depth. Whilst Education City provides detailed diagnostic assessments and automatically adjusts difficulty based on performance, Topmarks requires teachers to manually select appropriate games and monitor progress through observation. Subscription platforms often include printable worksheets, lesson plans, and parent communication tools that create comprehensive learning ecosystems. Topmarks functions more as a focused game library, excellent for specific practice but requiring teachers to build surrounding infrastructure independently.
Many schools adopt hybrid approaches, using Topmarks alongside one paid platform. This strategy maximises value by reserving expensive subscriptions for core assessment and tracking whilst utilising Topmarks for additional practice and whole-class activities. Teachers report this combination particularly effective: using subscription services for homework and individual progress monitoring whilst employing Topmarks' engaging games for collaborative classroom activities and revision sessions.
The obvious strength is cost: Topmarks is completely free and always has been. Games are generally well-designed and educationally appropriate. The lack of required logins or accounts means instant access. Content is safe and curated for children.
Because it is free and ad-supported, Topmarks does not provide the tracking and analytics features of paid platforms. Teachers cannot see which games students have played or their scores. Some areas of the curriculum are better covered than others. The site design, while functional, feels dated compared to newer platforms.
Yes. All games and resources are free for schools and families. The site is funded by advertising. There are no premium features that require payment and no plans to change this model.
No accounts are required. Users simply visit the website and start using games. This makes access very straightforward but means there is no progress tracking or saved data.
Games are designed with the UK primary curriculum in mind. The mathematics games in particular cover objectives from the National Curriculum. However, alignment is not explicitly mapped, so teachers need to select appropriate games for their teaching.
Yes. The website is freely accessible from any device with internet connection. Parents can use the site to support home learning without requiring school involvement or passwords.
Topmarks is a free educational website providing interactive games and resources for primary-aged children. Founded in 1998, it has become one of the most popular educational websites in the UK, visited by millions of teachers, parents, and children each year. The site is supported by advertising, which allows all content to remain free.
Unlike subscription-based platforms, Topmarks provides immediate, free access to its entire catalogue of games and resources. This makes it particularly valuable for schools with limited budgets and for families who want to support learning at home without additional costs.
| Access Type | Cost | What's Included |
|---|---|---|
| School Use | FREE | All games and resources |
| Home Use | FREE | All games and resources |
| Interactive Whiteboard | FREE | All games designed for IWB use |
Topmarks is genuinely, completely free. There are no premium tiers, no paid upgrades, and no school subscriptions required. The site is funded through advertising, which means users may see adverts, but all educational content is freely accessible.
The strongest area of the site, mathematics games cover topics from counting and number recognition through to fractions, multiplication, and problem-solving. Games are organised by topic and age range, making it easy to find activities that align with specific learning objectives. Popular games include Hit the Button (for rapid recall of number facts), Daily 10 (mental maths practice), and various place value and calculation games.
Literacy games cover phonics, spelling, grammar, and punctuation. While less extensive than the mathematics offering, useful resources include spelling games, grammar activities, and reading comprehension strategiesomprehension support. The phonics games align broadly with systematic synthetic phonics approaches.
Topmarks also includes games for science, geography, history, and other subjects, though these are less comprehensive than the core maths and English offerings. The site functions partly as a directory, linking to quality educational content from other sources alongside its own games.
Many Topmarks games are designed for whole-class use on interactive whiteboards. Teachers can use them for starter activities, mental maths sessions, or as interactive teaching tools. The visual format engages children and allows collaborative problem-solving.
Children can use Topmarks independently on classroom computers or tablets for consolidation and practice. The games provide immediate feedback, allowing children to learn from mistakes. This frees teachers to work with other groups while children practise.
Teachers can recommend specific Topmarks games for home practice. Since no accounts or passwords are required, access is straightforward for families. This supports learning continuity between school and home without creating access barriers.
Teachers can maximise learning outcomes by strategically incorporating Topmarks games into structured lesson plans, using them for differentiated learning, and combining them with assessment strategies. The key is to view these games as teaching tools rather than standalone activities, integrating them purposefully into broader learning objectives.
Effective implementation begins with careful game selection aligned to specific learning objectives. Rather than simply directing children to "play maths games," teachers should preview games beforehand, identifying those that directly support current teaching topics. For instance, when teaching place value to Year 3, games like "Place Value Basketball" can reinforce concepts introduced during direct teaching. Teachers might demonstrate the game during whole-class input, modelling thinking processes aloud before children practise independently.
Differentiation becomes straightforward with Topmarks' varied difficulty levels. Teachers can assign different games to different ability groups within the same lesson. While higher-attaining pupils tackle "Coconut Multiples" to extend their understanding of factors and multiples, those needing consolidation might work with "Hit the Button" on basic times tables. This approach allows all children to work at appropriate challenge levels whilst maintaining engagement. Some teachers create rotation stations where groups move between Topmarks games, hands-on activities, and teacher-led tasks, maximising both screen time effectiveness and varied learning approaches.
Assessment opportunities, whilst not built into the platform, can be created through teacher observation and pupil reflection. Teachers might use exit tickets asking children to explain strategies they used in specific games, or conduct mini-plenaries where pupils demonstrate game techniques to peers. Creating simple recording sheets where children note their scores and reflect on areas for improvement transforms game-playing into metacognitive learning experiences.
The most effective Topmarks games vary by year group, with Foundation Stage benefiting from simple counting and recognition games, Key Stage 1 pupils engaging with number bonds and phonics activities, and Key Stage 2 students tackling more complex problem-solving and calculation challenges. Success depends on matching game complexity to developmental readiness.
For Foundation Stage and Reception classes, games focusing on number recognition and early counting prove most valuable. "Teddy Numbers" helps children recognise numerals and count objects up to 15, whilst "Underwater Counting" combines engaging graphics with fundamental counting skills. These games work particularly well on interactive whiteboards during carpet time, allowing whole-class participation. Teachers report success using "Shape Monsters" for introducing 2D shapes, as children can physically point to shapes on the board whilst discussing properties.
Key Stage 1 teachers find tremendous value in games supporting number facts and early literacy. "Hit the Button" remains overwhelmingly popular for its versatility in practising number bonds, doubles, and times tables with adjustable difficulty. For phonics support, "Phonics Bloom" games complement systematic phonics programmes, though teachers should ensure alignment with their school's specific phonics scheme. Year 2 teachers particularly recommend "Mental Maths Train" for building computational fluency, using it as a regular morning starter activity to energise mathematical thinking.
Upper Key Stage 2 benefits from more sophisticated games challenging problem-solving abilities. "Ratio Rumble" introduces complex mathematical concepts through engaging gameplay, whilst "Tommy's Trek" develops understanding of coordinates and position. Year 6 teachers preparing for SATs find "Daily 10" invaluable for rapid mental maths practice, customising question types to address specific gaps identified through assessment. The competitive element in games like "Multiples and Factors" motivates older children whilst reinforcing crucial mathematical relationships needed for secondary readiness.
Topmarks distinguishes itself through complete free access and no registration requirements, contrasting sharply with subscription-based platforms like Mathletics or Education City. However, paid platforms typically offer comprehensive tracking, personalised learning paths, and broader curriculum coverage that Topmarks cannot match without funding.
When compared to subscription services, Topmarks' primary advantage remains accessibility. Platforms like Mathletics (approximately £99 per pupil annually) or Times Tables Rock Stars (around £75 per class) provide extensive analytics and progress tracking that Topmarks lacks. However, for schools facing budget constraints or serving communities where home internet access varies, Topmarks' zero-cost model removes financial barriers entirely. The absence of passwords also eliminates common access issues that plague subscription services.
The trade-offs become apparent in functionality depth. Whilst Education City provides detailed diagnostic assessments and automatically adjusts difficulty based on performance, Topmarks requires teachers to manually select appropriate games and monitor progress through observation. Subscription platforms often include printable worksheets, lesson plans, and parent communication tools that create comprehensive learning ecosystems. Topmarks functions more as a focused game library, excellent for specific practice but requiring teachers to build surrounding infrastructure independently.
Many schools adopt hybrid approaches, using Topmarks alongside one paid platform. This strategy maximises value by reserving expensive subscriptions for core assessment and tracking whilst utilising Topmarks for additional practice and whole-class activities. Teachers report this combination particularly effective: using subscription services for homework and individual progress monitoring whilst employing Topmarks' engaging games for collaborative classroom activities and revision sessions.
The obvious strength is cost: Topmarks is completely free and always has been. Games are generally well-designed and educationally appropriate. The lack of required logins or accounts means instant access. Content is safe and curated for children.
Because it is free and ad-supported, Topmarks does not provide the tracking and analytics features of paid platforms. Teachers cannot see which games students have played or their scores. Some areas of the curriculum are better covered than others. The site design, while functional, feels dated compared to newer platforms.
Yes. All games and resources are free for schools and families. The site is funded by advertising. There are no premium features that require payment and no plans to change this model.
No accounts are required. Users simply visit the website and start using games. This makes access very straightforward but means there is no progress tracking or saved data.
Games are designed with the UK primary curriculum in mind. The mathematics games in particular cover objectives from the National Curriculum. However, alignment is not explicitly mapped, so teachers need to select appropriate games for their teaching.
Yes. The website is freely accessible from any device with internet connection. Parents can use the site to support home learning without requiring school involvement or passwords.