Kids earn coins by farming. Lessons are free to learn, and each one unlocks a new animal or a machine that automates a chore. Then they spend their coins to buy those animals and machines, until the farm runs itself and the money floods in.
Each seed costs coins to plant and sells for more once it is grown. Bigger crops take more days and more water, but they pay off more. New seeds unlock as kids learn new science.
Every crop follows the same path, but on its own timing. The cheap, fast carrot ripens in a single night; corn and wheat take three nights and more water, and each one ends as its real plant.
Animals work like seeds you keep. Buy a baby, feed it until it grows up, and then it makes a product every single day. Pricier animals cost more but pay more.
This is the heart of the game. Each boring hand-chore has a science lesson that turns it into a machine, so kids literally learn their way out of the busywork.
Lessons unlock in this order, each one opening the next. The days are only a rough guide (a quick learner races ahead, a careful one takes longer), but the order stays the same for everyone.