A student who plays the same game three hundred times stops thinking. So no two games in a row work the same way. Here is the whole range, grouped into eight families.
Each family below is a way of asking a question. Inside it, each named format is a separate, finished game engine.

Arcade sorting. An item appears - a transaction, an account name, a document - and the student sends it to the right bucket before the clock or the screen runs out. These build the instant recognition that everything later depends on.

The core skill of the whole course. The student picks the accounts, chooses the side, and enters the amounts - sometimes reading the figures straight off a realistic invoice or delivery note first.

A blank financial statement and a pile of accounts. The student places each one in the correct section, in the correct order, and the subtotals have to come out right.

Calculations that are shown as a shape, not a formula: a waterfall, a shrinking bar, a payment schedule that fills row by row. Each step is checked before the next one opens, so a student never carries a mistake forward.

The teaching format. An animated diagram explains an idea one beat at a time - the DEALER chart, the nine-step cycle - and the student answers as it goes. These are where a new topic is introduced.

Recall and judgement. Multiple choice, choose-all-that-apply, matching pairs, yes-or-no calls, and grids where the student marks what goes up and what goes down. Used for openers, vocabulary, and end-of-chapter reviews.

Two formats built for the ideas students find hardest: when cash moves versus when the work is really done, and how a mistake in one year quietly reverses itself in the next.

Capstones. One long scenario runs through several stages - read it, record it, sort it, prove it - or a full analyst dashboard where the student picks the exact lines that feed a ratio.
Every picture above is a real game, caught mid-play - not a drawing and not a mock-up. Better still, play one yourself: forty-one games are open to the public.
Dragging is unreliable on a phone and unfair to a student with an older device. Every game is played by tapping.
Timers make a game feel alive, but running out of time never costs a mark. Thinking is not punished.
Power-ups and bonuses are earned by getting things right. Nothing is bought, and nothing is hidden behind a purchase.
A student can keep trying until a screen is right, and should. But the grade reflects what they knew the first time.
A term appears in plain words first and only then in the language a textbook would use. Never the other way round.
The businesses, names and figures in these games are our own inventions. The only real companies we name are the ones every textbook teaches - Enron, WorldCom, and the handful of cases like them - and we name those because they are public record.
Want to see more, use these with your own students, or tell us something is wrong? Write to us. A real person reads every email.