Snail Trail
Tracing · visual-motorGuide the snail along a winding path to the leaf.
235 tablet games for handwriting, fine motor, visual perception, motor planning, regulation and everyday skills, with a summary for your notes at the end of each one. Plus printable worksheets and the tools around the session.
235 games on 8 shelves: fine motor, handwriting, visual perception, visual-motor, motor planning, regulation, thinking skills, everyday skills. Each one has its own levels to grade it up or down mid-session, and adaptations like bigger targets, slower pace, one-handed play and less motion. Here are a few.
Guide the snail along a winding path to the leaf.
Pre-writing shapes, capitals, lowercase and numbers, with start dots and stroke order.
Pick up each berry and drop it in the right basket.
Find the shape that matches, even when it's turned around.
Find every star like the one shown, hiding among shapes that look alike.
Spot the pattern and add the bead that comes next.
Tap the firefly as it hops from one side to the other.
Breathe in as the balloon grows and out as it shrinks.
The games are the start. These tools come with the levels shown, so you can plan, track and send work home in one place.
187 worksheet types, from adapted handwriting paper to cutting lines, mazes and daily-living cards. Every one makes a fresh variation.
Track goals by nickname, tally trials and prompt levels, and save game summaries to a session.
A chart per goal, and SOAP-style or plain notes written from your session data, ready to copy.
Plan a warm-up, activities and a cool-down once, then run the games in order with one tap.
Send a family a private link to the games you picked, with your instructions. No parent account.
Picture schedules, first-then boards, a visual timer and token boards for the session.
Choose the level, the number of turns and which side pieces start on.
Match it to today's goal. One big instruction, nothing else on screen.
Dots fill in as they play, and every game ends with a cheer and a summary for you.
When a game ends, Playmat shows what happened in plain words. Copy it into your session notes with one tap.
Letter Lab · Level 2 (capital letters) · 5 turns - Practised: B, D, P, R, K - Stayed on the stroke 84% of the time - Average 9 s per shape
Every level gets every game. Paying a little more adds tools that save you prep time. Cancel any time.
No. You sign in once on the tablet with your email and password, and the kids just play. Nothing to install.
Yes, with Plus. Make a home program and send the private link. Families open it with no account and can play only the games you picked, at the level you set. You can turn a link off at any time.
Tablets work best, in either orientation. Phones and laptops work too, with a finger, stylus or mouse.
Only what you choose to keep. Each game shows a short summary for your notes, and it's gone when you start another game unless you save it to your caseload. Children on a caseload are a nickname or code you pick, never a real name, and Playmat blocks emails, phone numbers, dates and addresses in anything you type.
Make an account, pick your price, and open Playmat on the tablet.
Start for $1 a month