Any of the 629 lessons can be played as a game. Open a lesson from the course to pick your own words.
Games are the part children come back for, so all three are built on the same curriculum as the lessons. They use only the keys you have already been taught, which means practice rather than a free-for-all where half the keyboard is a guess.
Words drift down the screen and you type them before they land. Longer words fall more slowly, so a sentence is not automatically harder than a single letter. You have three lives and a combo counter that rewards a clean run.
Balloons float up carrying a word each. Type the word to pop it. There is no clock and no lives, so the pressure is simply whether you got it before it drifted off the top. It suits younger children who find a timer stressful.
You race a robot across the screen, one word at a time, pressing space between words as you would in real typing. The robot is paced off your own best speed, so the race stays winnable as you improve rather than being permanently out of reach or trivially easy.
Open any of the 629 lessons from the course and start it as a game instead of a drill. That makes the games useful at every stage: a beginner can play Falling Words with nothing but F and J, and someone on the number row can practise digits the same way.
Every keystroke still counts towards your progress, your per-key accuracy heatmap and your weak-key practice, so time in a game is not time away from learning.