See it first
Every idea starts as a picture or interactive model, then becomes notation.
Rebuild mathematics from the ground up. Every rule you were once told to memorise is rediscovered here — visually, logically, step by step — until it feels inevitable.
Place value, magnitude and estimation as a way of seeing quantity.
Area models for multiplication, number lines for subtraction, grouping for division.
Parts, wholes and equivalence built from pictures, then made symbolic.
The single idea behind speed, scale, recipes and percentages.
Spotting structure, describing it, then generalising it.
Variables as placeholders for 'any number' — and what that unlocks.
Solving by keeping both sides true, never by memorised moves.
Angles, area and the Pythagorean theorem through dissection proofs.
If–then reasoning, counterexamples and why 'it worked three times' isn't proof.
Teach a concept of your choice from first principles.
Every idea starts as a picture or interactive model, then becomes notation.
Guided problems ask you to think and explain, not to copy a method.
Short lessons with checkpoints, so each idea is solid before the next.
Students who were taught maths as rules to memorise, adults returning to maths, and anyone heading into science or computing.
None. This is the place to start.
A toolkit for thinking clearly: decompose, model, test and verify — on puzzles first, then on real problems.
Graphs that move, functions you can feel. Linear, quadratic and exponential thinking made intuitive.
Sets, logic, counting, induction and graphs — the mathematics that computers actually run on.