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A colourful number pyramid beside the cover of Escape the Pyramid Level 1 on a lagoon-blue background.

Field Notes

What Maths and Puzzles Can Do for Kids, Teens, Adults and Seniors

3 min read
  • Why puzzles
  • Brain health
  • All ages

People like to say that puzzles make you smarter. The honest version is more interesting: some kinds of practice have good evidence behind them for some people, and some claims are bigger than the studies. Here is what the research shows at each stage of life, and what it does not.

Kids: puzzles and number games build early skills

In a study of 53 children followed from about two to four years old, those who played with puzzles had better spatial skills at four and a half, and the more they played, the better they did (Levine and colleagues, 2012). Spatial skill matters because it is linked to later maths learning.

Number board games help too. Preschoolers who played a number-line board game for a few short sessions improved their number knowledge (Siegler and Ramani, 2008). The lesson for school-age children is the same: practice inside a game has a good chance of being practised.

Teens: practise by recalling, not just rereading

The best-known result for students is the testing effect: in experiments by Roediger and Karpicke (2006), students who spent study time trying to recall material remembered more a week later than students who spent it rereading. Puzzles are a form of recall practice. You have to pull the facts out and use them, which is what a locked door asks of you.

Puzzles with an answer you can check also teach something quieter: that a wrong answer is information, and that you can try again.

Adults: a link, not a proof

In an online study of 19,078 people aged 50 to 93, those who did number puzzles more often scored better on all 14 cognitive tests, such as attention, reasoning and memory (Brooker and colleagues, 2019). This is a snapshot, so it cannot show that puzzles caused the better scores. People who are sharper may simply choose more puzzles. It is a good reason to enjoy them, not a promise.

Seniors: structured reasoning practice has the best evidence

The strongest evidence comes from a large trial. In ACTIVE, 2,832 older adults (average age 73.6) did ten sessions of training in memory, reasoning or speed, and were followed for ten years. Ten years later, each group reported less difficulty with everyday tasks than people who had no training, and the reasoning and speed groups still showed gains in what they had practised. Memory training did not keep its effect on memory (Rebok and colleagues, 2014).

The gains stayed with the skill that was practised. Reasoning practice improved reasoning. It did not turn into a general promise about the brain.

What puzzles cannot do

  • They cannot prevent dementia or replace exercise, sleep, social contact and medical advice.
  • Getting better at one kind of puzzle does not reliably make you better at everything.
  • They work best when you enjoy them, so pick puzzles at a level that is hard but doable.

Where to start

For teens and adults, Escape the Pyramid, Level 1 is a puzzle adventure gamebook, so do not read it in order. Each chamber is a number-pyramid puzzle, and the answer tells you which page to turn to. It is the easy level, with hints and full answers in the back.

A chamber page of Escape the Giant's Castle: a drawn door, the lock rules, an empty number pyramid and a Next Door box.
A chamber page from one of our puzzle adventure gamebooks, as printed. Nothing is solved.

For classrooms and homes with younger learners, the Math Escape Room Bundle packs five printable rooms for Grades 1 to 7. Teams solve the puzzles together, which is practice in explaining as well as in arithmetic. It is a digital download you print yourself.

Books mentioned

Escape the Pyramid, Level 1 (Easy) cover

Escape the Pyramid, Level 1 (Easy)

A puzzle adventure gamebook with 45 locked chambers and 6 treasure rooms. A friendly start for teens and adults, with hints and full answers in the back.

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Games mentioned

Math Escape Room Bundle, Grades 1 to 7, first picture of its Etsy listing

Math Escape Room Bundle, Grades 1 to 7

Five printable classroom math escape rooms in one download, from Grade 1 to Grade 7. Cheaper than buying them one by one.

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As an Amazon Associate we earn from qualifying purchases. Cover images are the ones we have on file; the book you receive may show a slightly different cover.

Designed by Creouts Publishing using original prompts and AI (Claude by Anthropic). Illustrations made with AI image tools. Digital download: nothing is shipped.

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