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Learning journeys

Lessons your child does, not watches

Give Dinomy a goal — sea animals, count to 20, the sounds of letters — and it plans a five-lesson journey of hands-on games. Your child taps, sorts, traces, listens and says it out loud. Wrong answers teach instead of buzz.

Coming to the App Store for iPhone · 7-day free trial · one email when we launch, nothing else.

LEARNING JOURNEY · HELLO OCEAN
Lesson 2 of 5 · Which one swims with fins?
A sea turtle
A clownfish
A blue whale
Wrong answers teach. Tap the turtle and Draco says: “We are looking for the animal with fins that swims like a fish.”
LEARNING JOURNEY · “SAY HELLO TO THE OCEAN”
1 Hello Ocean! Done
2 Fish and Friends Done
3 Crabs, Turtles and Octopus Up next
4 Name That Sea Animal! Locked
5 Unlocks after lesson 4 Locked
A real journey from the founder’s family. Each lesson is made when you open it, so it can build on the one before.
A goal becomes a syllabus

Five lessons, in order, one at a time

Say the goal in your own words. Dinomy writes a five-step syllabus, plans which games fit each step and your child’s age, and unlocks lessons one after another — so “count to 100” is a journey, not a quiz. On Max you can choose the games yourself.

Playful, calm or school-style tone — chosen once for the whole journey
A syllabus is free to make; lessons are made when you open them
Ready lessons drop straight into a plan like Morning or Car Ride
14 games, hand-built

The games are ours. The AI only fills them in.

Every game is a fixed, tested template with big targets and no reading required. The AI writes what goes in the slots — the animals, the letters, the hints — never the rules.

A clownfishTap the one
A sea turtleSort into baskets
A blue whaleMatch the pairs
A card showing the number threePut in order
A lionOdd one out
An elephantMemory flip
A giraffeWhat comes next?
A balloonPop the letter
A card showing the letter MTrace the letter
An owlListen and choose
A foxSay it out loud
A gold starLoud moment
A green dragonShadow match
A crescent moonPick the picture
Wrong answers teach

No buzzer. A kind hint, then a walkthrough.

Tap the wrong one and nothing goes red. Your character says something true about what your child chose, then walks through the answer together — one tap at a time, with the pieces lighting up as they’re named. The right one glows green.

Every hint and walkthrough is written with the lesson, in your character’s voice
Unclear speech counts as practised — never wrong
Nothing a child can see is ever red
An elephant
A lion
A giraffe
“The lion has a big fluffy mane! We’re looking for the one with the longest neck. Let’s look together…”

Speaking games, if you want them

Mic games are off until you turn them on. When on, the audio is checked for the answer and thrown away on the spot — never stored, never used for training.

Made for their age

One learning-level control per child. Every lesson tells you what it was made for — “made for age 4” — and why.

Honest progress

Per skill, per game: what came easily and what’s still practising. No percentages, ever. A skill is “consistent” only when it’s right 9 times out of the last 10.

Be first when Dinomy lands on the App Store

One email when we launch. That’s it.

Coming to the App Store for iPhone · 7-day free trial · one email when we launch, nothing else.