Within our games library, you can easily view a snapshot summary of every Kinems interactive learning game and its purpose for your students.
Learn the concept of each game, as well as the developmental skills and academic goals it covers.
Get started and choose a game to discover which one suits best for your next lesson!
The “Bilisius” game fosters student’s ability to quickly identify the larger set of colored marbles without counting. The student becomes a magician avatar who sidewalks and tries to solve problems. The student views a cluster of two sets of yellow and blue marbles at the top of the screen. They need to quickly decide (without having enough time to count) which set has more marbles than the other. They respond by moving their body left or right to the matching colored blue or yellow small carpet. The teacher/therapist can choose whether the marbles of different colors will have the same size or not as well as total number of marbles that will be shown to the student. The more marbles (up to 20) that appear, the more difficult the game becomes. Also, the teacher/therapist can make the game more challenging by adding game lives and an active timer. This game strengthens the children’s visual perception, promotes the ability to make rapid, accurate, and confident judgments. This game improves the concept of more and less using visual judgement. Ready for becoming a magician and play with the colored marbles?
The “Clockoo” game helps students practice setting time on an analog clock by moving the hands of a clock to various times. They also learn the relationship between digital and analog clocks. Students set the clock to a given time by making circular hand movements. They control the hour and/or minute hands. The teacher/therapist has control of whether the student will set the time by moving one or both hands of the clock. By choosing the analog display, the student is asked to recognize the time displayed on an analog clock which appears at the side of the screen. That is the prompt. The student must set that time at the main analog clock by picking and rotating the appropriate hand(s) of the clock. Also, the teacher/therapist can pick out the time interval (Half Hour, Quarterly, etc.) on which the student should work. The student also explores the relationship among digital and analog clocks. There is a “cuckoo” that checks if an answer is right or wrong. The teacher can also activate a timer and lives to make the game more challenging. Are you ready to set the time and hear the cuckoo congratulate you?
Divvy Up is an interactive game that helps students build a concrete understanding of partitioning two dimensional shapes into equal pieces. This hands-on practice with symmetry establishes a foundation for later work with fractions and division. Students must partition two dimensional shapes into two, three, and four equal parts by drawing lines. Teachers can configure the settings of the game according to the student’s needs and grade level. First grade students can focus on dividing shapes into halves and fourths, while second grade students continue on with partitioning into thirds. Additionally, the game helps students identify symmetrical figures, draw lines of symmetry, and explain why figures have symmetry. Teachers can choose whether children will practice with simple 2D geometrical shapes, or more complicated symmetrical figures, including images of real objects and tangrams. Children are asked to draw lines of symmetry by connecting dots. The game checks the student’s responses by performing the folding test and showing a related animation. This fun and engaging game is ideal for promoting students’ hand-eye coordination, hand stability, and middle-line crossing. Their visual perception skills are improved by drawing lines and connecting the dots on screen.
Ready to have your students explore different ways of drawing lines of symmetry and dividing shapes?
Do Like offers interactive gross motor activities to help students improve their postural control and balance. This game can be included as part of a strengthening program for positively impacting a child’s gross and fine motor control, body awareness and balance. With Do Like, the student can enjoy replicating a body movement or a sustained position by listening and/or reading a given instruction. The teacher and/or occupational therapist can choose from a variety of specified postures or movements for the child to perform throughout each learning session. The instructor can also select tasks for the child to be asked, such as:
• Perform single postures or simple movements (e.g. “Wave hello with your right arm” or “Raise your left arm”) • Make combination movements (e.g. “Raise both arms & stand on your left foot”) • Follow instructions for sequential movements (e.g. “First, raise your left hand, then wave hello with your right arm”) • Hold a move (e.g. “Stand on your left foot for 5 seconds”) • Repeat a move (e.g. “Hop on your right foot 3 times”)
An avatar can also be chosen within the platform settings to become the lead trainer for the children to follow. If selected, the avatar can give the children instructions to imitate a demonstrated body movement or posture. Throughout the game play, a teacher can increase the level of difficulty and manage sequencing by adding in multi-step directions. For example, the requested body movement sequence can be: “First, raise your left arm then stand on your right foot”. Lastly, the teacher can determine the time required for the completion of each exercise, thus configuring the pace of a physical activity for motor control and postural stability. So why wait any longer? Get the class moving and grooving with Do Like!
“Doffies” offers an engaging ordering and number sequences game that also promotes motor planning and execution skills. The student must recognize a number sequence and drive a “Doffy” – a purple funny avatar creature created by dough. The Doffy holds a number and walks through a maze in order to line it up next to other Doffies to correctly the sequence of numbers up to 100. In order to drive a Doffy, the student has to make jumping, squat and side walking movements which improve visual motor coordination skills and balance. This game has different levels which can be matched to a child's mathematical ability level and motor skills.
The teacher/therapist can adjust the game by choosing the learning content including the number sequences that can appear in forward and backward order. This reinforces the child’s knowledge of multiples (2, 3, 4, 5, and 10) and number order. The teacher can also modify the complexity level of the maze thus promoting the visual perception and motor coordination skills of the student.
Are you ready to lead the Doffies through the maze?
An essential part of the math curriculum is to have their students effectively represent key data through pictograms, block graphs and bar charts. Dr. Grafoo offers a math game that uses simulated real-life information to help students convey important facts using visually engaging graphs and charts that represent data in a clear and comprehensible way. This game is aligned with the K-3 Measurement and Data (MD) category of standards for mathematics.
While playing, students can become more familiar and practice how to turn table representations of data and tallies into a bar graph, pictogram or line plot and then analyze results. Data and other relevant information come from simple everyday items that children should be familiar with such as cereal boxes, fruits, beads and more. As a result, the student can then successfully input these items into fun graph displays.
With Dr. Grafoo, teachers can provide an individualized and creative learning session by selecting tasks for the student to complete such as:
Teachers can also choose specific features based on the student’s needs for motor skills development. These include making the interaction mode a grab and move format or a time delay. Other modifying features include the duration of each graphing activity and the amount of questions to ask. Additionally, educators can enrich the learning experience by asking specific questions from the chart to relate the data in the headings to real life experiences students can have. This action encourages a discussion to identify possible uses of the statistics represented. This movement-based learning activity game provides fundamental benefits to the student by reinforcing mathematical learning regarding graphing data while also improving fine motor skills, critical thinking and cognitive skills.
Who is ready to explore the wonderful world of graphs and charts with Dr. Grafoo?
The “Drumory” sensory learning game helps children practice to memorize and then repeat sound sequences. It offers a challenging and engaging way to enhance and measure student’s memory retention capacity by generating a growing sequence of colors and sounds that children have to mimic. The game has 4 colored touching drum pads each producing a particular sound. Thus, memory association becomes stronger by activating multiple senses.
A round in the game consists of the game lighting up 3-7 pads in a random order, after which the player should memorize and reproduce that order by air-touching the pads within a given time. The sequences get longer by one for each round. The game offers two game modes: a growing pattern where in each round a random light is added to the previous sequence; or a random pattern where a specific sequence is given which a student needs to replicate. Also, a free mode is included that allows a child to enjoy air-playing of the colored pads making sound improvisations without the need to follow a model. This game is unique for helping students improve hearing and listening, as well as training their audio-visual memory, reaction time, eye-hand coordination and mental awareness.
Ready to touch drum pads? How many sequential lights and sound sequences can you remember?
FairyBells is a movement-based learning game that is designed to help children practice their Math word problem solving skills involving numbers, fractions and units. Students get to play the role of an animated fairy avatar character that is looking for her friends that are hiding around the magical fairy village. As the fairy visits specific places in the village, the student is required to solve Math problems correctly in order to find her friends. Throughout the game, the student is encouraged to make mental calculations in order to solve one and two-step word problems. Physical activities such as jumping are required to answer the problem correctly. For example, the student will need to jump to knock over a bell that contains the correct answer in order to reveal one of the fairy’s hidden friends. Once the Math problem is answered correctly, the fairy’s friend pops out and moves safely to a base within the village. The avatar fairy continues to search for the rest of her friends. If the answer is incorrect, the student has a second chance to solve the problem. If the child doesn’t succeed in the answer, another character appears and states that the fairy’s friend cannot join her just yet and to keep trying!
This engaging game offers a variety of eye-catching visuals and tasks to encourage Math practice, as well as mathematical reasoning and structural thinking with word problems.
Using Fairy Bells, teachers can also:
•Encourage students to solve one and two-step Math word problems that involve addition, subtraction, division, and multiplication.
•Identify strengths and weaknesses in the students’ understanding of the operations with numbers, fractions and units.
• Engage students in hands-on stimulating activities regarding the concept of quantities and relationships amongst numbers in Math word problem descriptions.
• Motivate children to practice using the four core Math operations in word problems that includes distances, intervals of time, liquid volumes, masses of objects, and currency.
• Improve gross motor skills development, balance and full body coordination.To play this game, the student needs to make side-walks and jumps to answer questions properly.
Additionally, teachers and therapists can select the type of problem activities to use with their student. The word problems range from single step addition to multi-step equations with fractions and units appropriate for grades 1-5. Also, the timer and the number of Math problems can be adjusted. This number reveals the number of fairies that are hiding.
Increase your child’s Math building skills and take them on an interactive quest in the land of Fairy Bells!
“Go Jelly” is a sensory game that provides an effective and engaging introduction to music improvisations and creation of harmonic patterns using hand gestures. It is very helpful in promoting emotional expression, engagement and creation with artistic intent. Students are asked to freely create, gradually transform and freely modify music patterns by interacting with four (4) avatar actors on stage (Jellies), each one associated to specific pattern. With the grab gesture, the student can stretch or squeeze an actor thus affecting the music and improvising accordingly.
For each one of the 4 actors, there can be a substitute, i.e. another actor of similar color or shape who can be brought on to the stage during a game-play in exchange for an existing actor. The teacher can specify from the settings of the game whether the child should also practice in understanding the related pairs of actors (e.g. similarity in shapes or color).
As students gain experience and confidence they can increase the density of hand movements and the expression of emotions thus offering very joyful improvisation sessions. Engaging in improvisation exercises helps reduce stress and anxiety, which in turn can improve mental health environment in the classroom. This is another game that teachers report prevents melt-downs and can beused to stave off a tantrum.
Ready to jump on the Jellies band?
“Lexis” provides a missing letter game where students practice their skills spelling words of different lengths. At an imaginary egg-packing plant, the child has to create “egg-words” which are words with individual letters written on each egg.
The student is offered an incomplete “egg-word” and has to grab the correct missing egg-letter(s) from a set of given egg-letters. They must place it carefully and appropriately in order to fill it in so that the “egg-word” is packed. If the student makes a wrong choice (wrong letter or wrong placement) the egg falls and breaks!
The teacher/therapist chooses the length of words that will be shown to a student as well as the number of missing letters. The teacher also chooses the conceptual category of words that can appear i.e. food, animals, months, etc. A time limit may also be set by the teacher according to student level and skill. The teacher/therapist can also activate the appearance of the picture of the given word as a clue to help the student to correlate a word with an object as well as improving the student’s visual perception skills.
Ready for egg-word packing?
Lu Lagoon is a multiplayer game with lively, full-body interaction that addresses sensory integration. It helps students to regulate sensory input effectively. The game incorporates sensory integration activities in a student-friendly manner that prompts the brain to process sensory information effectively. Students respond in an imaginary environment and interact with fishes by waving their hands, or jumping in the tank. They can draw the fishes to them by waving, or clapping their hands together to produce food on the screen to feed the fish. They can also scare the fishes away by jumping on screen.
This game is great for simple keep-fit sensory integration activities to complement occupational therapy sessions for social, and emotional development. Teachers report using this game to calm a student who is agitated or about to have a tantrum or melt down. Students can play alone on screen, or can hop into the tank with classmates for a group activity. Do you dream about playing with fishes under the water?
Jump into the Lu Lagoon!
Marvy Learns is specifically designed to provide experiences in Piagetian Pre-operational skills that involve learning to group, sort and categorize items based on their form, function, characteristics and traits. Children help the Marvy character to place items that fit in a category in the box that best fits that item. Size, color and shape are emphasized. Marvy Learns motivates children to develop their logical and inductive thinking skills by allowing them to actively practice on how to arrange and classify objects based on their features. As a result, your students have the ability to understand the relationships between the different category groups.
An additional benefit of this game is the increase in vocabulary skills. Students learn to associate the displayed objects with the defined vocabulary words represented. They choose the items that correspond to the vocabulary that describes each featured category presented. For example, some categories they will see are titled as: “Clothing”, “Nutrition”, “Vegetables”, and “Dairy”.
They can decide which characteristic to sort by They can physically move their hands to arrange the objects. Self-correcting and problem-solving skills are improved as a result of their actions
Teachers and/or therapists can easily individualize and adjust the content of the game according to the age of the child, as well as the level of understanding and skill set they have when it comes to classifying and arranging objects.
This game covers key areas and academic goals:
• Concept Sorting according to categories such as color, function and characteristics
• Naming objects and acquiring new vocabulary words
• Classifying according to Nutrition Concepts
• Classifying according to Real-life Connections
Lastly - the instructor can choose how the student can play the game based on occupational goals. For example, the student can play with one hand or both hands. The game can be set to have a specific time limit during each learning game session.
Marvy Learns is the perfect active learning game to help your students increase and develop gross motor skills, visual perception and eye-hand coordination.
So, round up the kids and get their hands and minds ready to help Marvy on his learning journey!
One of the most basic and important foundational skills in mathematics is the ability to perform mental calculations. “Mathloons” is a game that helps students to practice addition, subtraction, multiplication, division with whole numbers and fractions up to 100, in a fun and engaging way. They are also concurrently improving middle-line crossing skills.
Students must identify the right balloon that represents the correct answer to a math calculation problem while keeping their hands steady for few seconds so that the balloon pumps up and to moves to the results’ spot. Feedback is given for the correct or wrong answers.
The teacher/therapist can choose the level of difficulty for the math calculations that the student will be asked to perform, thus offering math problems related to simple or more complex math strategies according to their individual level. Also, the teacher/therapist can choose the range of the numbers that will appear.
Are you ready to pump up balloons?
Learning to count and practicing math vocabulary can be fun for young students with Over the Galaxy. Mastering the basics of counting is essential for every math student. With this counting game children work on counting concepts from preschool through first grade as well as practicing number matching and speed counting. All the teacher or therapist has to do is choose the number(s) to be recognized in the lesson. The student playing the game will appear on the imaginary surface of a planet as an avatar. His or her mission is to count the objects that various spaceships carry, choosing only the ones that match the specified number.
In addition to counting, Over the Galaxy helps students improve their vocabulary skills. Building vocabulary is an essential part of learning language and Over the Galaxy makes it fun. With this game, the teacher or therapist provides a letter, and the students are asked to identify which objects on screen begin with that letter. The teacher can challenge this activity by asking students to choose only words that belong to a common theme and start with the same letter.
Over the Galaxy also offers some objects to stimulate discussions about emotional intelligence. It is an engaging way to further the conversation with children about their feelings. The teacher can enhance the learning experience by asking students to recognize and choose the images that express specific emotions. The teacher or therapist can make Over the Galaxy even more fun by activating power ups when students answer multiple questions correctly. The game can be customized by adding a time limit, or by adjusting the rate at which objects appear on screen, thus allowing teachers to influence the student’s pace of thinking. Finally, as with all the Kinems games, the teacher has access to detailed reports on the student’s performance throughout the game.
Ready to be teleported to a new galaxy for your mission to collect all the correct objects?
When your students enter the Paleo game, they are represented by a prehistoric man or woman avatar that exists in a prehistoric world of dinosaurs and falling objects. They need to move their character left and right to collect the falling objects that answer the math problems or cognitive tasks that the teacher has designed for them. They face various types of stimuli: numbers, food types, bombs, bottles with liquid related to stamina (lives of the character) and to resistance to bombs. These are presented randomly to make the game challenging and fun.
You can customize the settings to individualize the challenge to the student’s level and ability by choosing among several levels of difficulty with regards to the speed of the falling objects or bombs that are being dropped by flying dragons which need to be avoided. The hungry dinosaurs also move towards the prehistoric man or woman.
Your students will need to make coordinated movements to avoid dinosaurs and falling bombs. They should respond only to the correct falling objects (go stimuli), and to inhibit their responses to bombs or unrelated objects (no-go stimuli). Thus, this game strengthens children’s cognitive ability of response inhibition and improves their executive function attention and reasoning ability. Reasoning ability heavily depends on inhibitory control, i.e., blocking information irrelevant to the target and ignoring irrelevant environmental distractions.
You choose the learning goal of this game, for example, gathering specific numbers of food types or multiples of specific numbers as practice with prime numbers. You decide whether the game will be played with lives or not, thus adjusting the level of challenge for each child. An attack by a dinosaur or a bomb hit reduces the stamina and eventually causes the loss of a game life.
Ready to enter into a prehistoric world? Be careful to collect the correct dropping objects and avoid bombs or dinosaurs!
“PonderUp” is an engaging game that helps students practice comparisons of numbers and/or quantities. For example, they must “find the greater” and “find the lesser” or "find the odd" and "find the even". The student becomes a little frog avatar in a lake that makes side movements in an effort to choose the correct answer for a given question. The student sees two bubbles at the top of the screen that contain numbers and/or quantities and/or math operations that need to be compared.
By moving their own body, the moves the little frog left or right. Once they stand under the bubble with the correct answer, they must jump in order to break the bubble. The messages “Find the greatest”, “Find the less” or "Find the odd", "Find the even" or “Get in the middle” provide instructions to the student to make movements according to the task.
The teacher has control of the game-based learning activities in that they can choose whether the child will be asked to compare only numbers, only quantities or fractions. They can include math operations which increase the difficulty level of the exercise. Also, there is a time-delay option for children who cannot jump.
Are you ready to jump high like a frog?
“Quarry Bam” is a game for teaching a students to communicate by coordinating physical movements according to language, gesture and posture questions. It aims at increasing a student’s attention to Yes/No questions regarding emotions/feelings, spatial orientation of shapes as well as math operations and properties (distributive and associative).
The student needs to make hand symmetrical movements to move the lever and locate it at the correct box that will sparkle an explosion indicating the correct response. This promotes bilateral coordination.
The teacher/therapist can choose the set of questions that a student will need to answer regarding emotions, spatial orientation of shapes and math operations/properties. The teacher/therapist can strengthening their student’s understanding of emotions, spatial orientation and math operations/properties.
Are you ready to make explosions?
In the “River Crossing” game, the student is tasked with leading a boat in a river and transferring animals and items of a food chain from one shore to the other. The student needs to be careful not to crash the boat on rocks that exist. The child will improve visual-kinetic coordination and the graphic-kinetic skills through using this game.
Depending on the difficulty of the game which the teacher or therapist can adjust according to student level, the passage for the boat becomes narrower or wider. This game also presents a cognitive challenge where the student problem solves the river crossing puzzle with various combinations of items from the food chain. This promotes both critical thinking and an understanding of how the food chain works.
Are you ready to become a boat skipper?
“RuniRoon” is an engaging runner game that helps a student understand visual and/or oral instructions and improve motor coordination. Using their body, the student controls an avatar character of a raccoon that runs along a path in order to collect the correct appearing objects. By making side walking movements, the student helps the running raccoon collect the right objects and avoid obstacles or objects that look quite similar. For example, those that have the same shape but differ in color. When collecting the wrong objects, or hitting on obstacles, the child loses “stamina” and could even run out of lives.
The teacher/therapist can configure the game settings according to the skills of each student by adjusting the velocity of the running raccoon or the duration of the game-play. The teacher/therapist can decide the category of the objects that need to be collected which are the objects that will differ in shape and colors, objects which will be orientation signs as well as numbers which will be greater or lesser than a given one. The teacher can also select whether the visual messages will constantly appear on the screen or not, thus allowing the child to practice memory skills.
Ready to run along the path for collecting as many correct objects as you can?
In the “Sea Formuli” game, a student is asked to discover the missing factor or operator in an equation relating three numbers. By making movements of both hands together, the student needs to move the jellyfish with the correct number or operator into the empty basket thus filling-in the equation.
This game promotes algebraic thinking. The teacher can choose whether the child will solve problems when a number is missing from a specific operation with numbers within a given numeric range for example, 0-20. The teacher can set the operant (addition, subtraction, etc.) to be missing so that the student will need to identify how the three numbers are related. The teacher/therapist can also adjust the timer for the completion of the problem-solving task.
This game fosters immersion in the game and engagement as students can see their own real image in the game scenery. Also, the teacher can choose whether the child will make movements of both hands together thus promoting bilateral coordination or the student will practice hand movement (with grab & move or time-delay) from the top to bottom thus strengthening concentration and high-low hand movement efficiency.
Are you ready to dive into the sea and drive the jellyfishes to the empty baskets?
The “Seishin” game aims at the stimulation of the senses via melody production and allows free motion-based interaction with musical strings without the existence of rules or the demand for intellectual functioning.
It provides socialization opportunity for up to three children who can simultaneously interact with the musical strings and produce melodies. The teacher can set up the scene so that 1 to3 rows of musical strings could appear thus configuring the number of audiovisual stimuli.
The ultimate goal is to promote a sense of enjoyment and a relief from tension and pressure, with consequent improvement in general behavior. This game could be used for increasing attention and higher rates of positive emotion as well as an introductory activity for children
to understand the motion-based interaction and how a direct movement of the child can affect a virtual object (in the case of avatar).
Are you ready to freely move your hands and create melodies?
In the “Shape in Place” game, a student composes simple 2D shapes to form larger shapes and real-world objects. They must drag a shape and drop it at the appropriate slot. This colored picture puzzle helps children expand their vocabulary, recognition of shapes and reinforces their ability to categorize and to place different shapes for creating real-world image representations of a boat, a house, a van, a sky-rocket, etc. This strengthens problem solving, concentration, and gross motor skills such as grabbing, middle-line crossing and hand stability. When students attempt to position a shape in its place, it will only fit if it is properly put in the right space.
The game can be made even easier by activating the “help option” meaning that the puzzle piece and the related position, where the piece goes, will be highlighted for few seconds thus guiding the student.A shape can be picked and dragged by a student either with grab & move interaction style or with time-delay selection and movement. The teacher/therapist can choose the interaction style that is compatible with a student's motor skills level.
The teacher/therapist can adjust the timer for the completion of the given composing task. Also, students are asked to complete various images depending on their interests such that they learn to place different objects into different containers.
Are you ready to create brightly coloured pictures?
In the game “Space Motif” planets and space objects that differ by color or shape are scattered on the screen. The child is asked to recognize a given pattern and repeat it by carefully moving the planets and space objects into a tube. The child needs to develop good eye-hand coordination skills in order to avoid collisions between the planet which is being moved and the others that exist on the screen.
The teacher/therapist can make game quite challenging by setting time limits and/or adding an extra obstacle in the form of black hole which can pull down a planet or space object that hits on it. The level of complexity of the patterns can be adapted to the level of the player by choosing the appropriate game settings.
Are you ready to arrange planets and space objects in a specific order?
Spot On presents a challenging game for build-a-word and build-a-sentence activities. It is a vocabulary-focused learning game for promoting word recognition and spelling skills as well as students’ abilities to produce complete simple sentences. Besides being fun, it helps students get more familiar with common patterns associated with spoken English.
Words or letters on boxes are scrambled on an imaginary game board. The students are asked to glue these letters or words in the correct order to make a word or sentence. They will strengthen their movement skills and spatial awareness strategies to quickly navigate the game board and successfully create words by picking up boxes quickly and placing them on the appropriate spot. The teacher can select the preferred learning task. There can be a word unscramble task or the creation of complete simple sentences. The word un-scrambler lets the student practice some of the most common words in academic vocabulary words for grades K-4. Each word can consist of up to six letters.
When producing simple grammatically correct and meaningful sentences, students learn to recognize punctuation and capitalization prompts for declarative, interrogative, imperative, and exclamatory sentences. They also practice using basic sight words, (such as: we, I, she, he, run, will, by, can) that could appear on some boxes and can be used in sentences.
There is also a “non-academic” game called the “Tower of Hanoi” that improves students’ visual motor integration and executive functions. During this “Tower of Hanoi puzzle”, students must move three boxes from one spot over to a third spot keeping the same sequence of colors. They have the use of a second empty spot as scaffold. This is a problem solving challenge that is a brain teaser or logic puzzle. The teacher can also specify the number of questions, the duration for answering each question as well as the existence of game lives, thus adjusting the game to the teaching and learning needs of each individual student.
Are you ready to play this mind-bending game and quickly move around and place boxes in the correct order?
Story Flights offers a lively, full-body interactive game that helps children build the reading skills that form an essential part of their language learning process. During play children are challenged to manipulate a small dragon that flies over the mountains and collects items. Along its path, there are stops where children are asked to read (or listen) to grade level texts in order to answer questions about the text and win points. They must use clues provided by the text and remember relevant facts to respond appropriately to the prompts. By side walking and raising their hands, they can choose the correct answers to respond to who, what, when, where, and how questions.
This engaging game can enrich a reading program by helping children develop effective reading habits, enlarge their vocabulary, improve reading comprehension skills, all leading to increased overall reading engagement and motivation. Use this game to provide interactive practice for the state and national tests that use a similar format to determine reaching comprehension. At the same time, by interacting and manipulating the cute dragon, children strengthen their visual motor coordination and bilateral coordination, thus providing an additional benefit to the learning experience.
Are you ready to fly like a dragon and find the correct answers to questions that will drive you to the end of the valley?
The goal of this game is to help students understand some of the most common suffixes and be able to identify the grammatical type of word: noun, verb, adverb, adjective or pronoun. The core idea is to get students excited about root word modification. It allows students to explore when to add “-s,” “-es,” or “-ies” to the end of a noun. They can also practice with some irregular plural nouns. In addition, students are asked to turn a list of adjectives into comparative and superlative adjectives (“-er”, “-est”, “the more”, “the most”). Via a series of questions, students can strengthen knowledge of nouns, adjectives and pronouns as well as their functions in particular sentences. The teacher can choose which category of questions the student will play.
In this imaginary parody of a television game show, a student can make use of “lifelines” to get help with difficult questions via the elimination of one question, thus having 50/50 chances to find the correct answer or via the appearance of related grammar rules. When the correct answer is given, a new question appears, and the student moves up the ladder of the main game board. The number of questions can be chosen by the teacher/therapist. The game is over when all questions are answered and/or the child loses due to lack of lives. The teacher can set the timer for each question. Also, the teacher can decide whether the “lives” option will be activated.
This game gives the opportunity to the student to practice hand movement (with grab & move or time-delay) from the top to bottom thus strengthening concentration and high-low hand movement efficiency.
Are you ready to answer all questions one after the other and win the trophy?
“The Melody Tree” game provides opportunities to increase student’s concentration and audio-visual memory in a unique way. The student must recognize and find the matching pairs of sounds that are hidden at melody keys hanging from a branch of a melody tree. The sounds can be heard and revealed when the student keeps their hand still for few seconds on a melody key. The game supports student’s auditory memory training and linguistic development at the same time.
The sounds are categorized into different conceptual categories (e.g. animals, weather, instruments, melodies, sound motifs, etc.) that can be chosen by the teacher. Also, the teacher can provide clues that offer extra help in the game by enabling the child to see the corresponding images of the hidden sounds. To add challenge to the game, visual and/or audio distractors could be added. This game enhances children’s memory, attention and concentration by engaging in a game format. Sound recognition lays the foundational skills needed to discriminate sounds of letters and phonemes required for reading.
Are you ready to find the hidden pairs of sounds?
“Tika Bubble” is a picture card match game that pairs items that are related, e.g. fruits and their colors, numbers and quantities, uniforms and professions, lowercase and capital letters, 2D shapes and real images, fractions and visual representations, and so on.
The student enters an imaginary world of a “tribe”, viewing items captured in bubbles at the left and right sides of a totem. The student must recognize the pairs of related items, grab the corresponding bubbles at each side of the totem and bang them simultaneously at the spikes located in the center of the totem. This unique game helps the student to improve eye-hand coordination for both sides of the upper body, which is an indication that both sides of the brain are communicating and sharing information with each other.
The teacher/therapist can choose among libraries of related items thus providing experience with both visual perception, linguistic development and matching concepts and skills.
Let's start banging bubbles with both hands!
“Trekins” is a sensory learning academic game which can be likened to a digital version of a hopscotch game.
Depending on the chosen board topics and academic content, students can practice spelling high frequency words or reinforce arithmetic skills such as counting or more challenging mental math calculations with up to three numbers. According to the given problem, students need to identify the correct track of tiles and travel from one tile to another in the right sequence. Depending of the student’s position each time, feedback is provided.
With this game, students can develop motor planning, coordination, timing, strategy and gross motor skills. In the simpliest iteration, the teacher can choose a board with just colors so that the children need to step on the tiles with the required color, thus improving visual perception, body control and balance. Difficulty levels, timer and the board characteristics according to learning goals can easily be adjusted by the teacher, which makes “Trekins” easy to integrate into many academic tasks.
Are you ready to hop hop hop?
“U-Paint” is a sensory learning game that aims to provide students with sensory experiences. Up to six children can experience creative expression experiences by mixing different colors on a canvas, experimenting with ideas, interacting with each other and developing gross motor skills using their whole bodies. In this air-painting game, students let their creativity flow by spreading colors around and drawing in with their hands and arms in response to music. U-Paint is a great way to let out feelings, relax and help reduce stress. This game letter is also ideal for offering to young children letter and number identification activities.
The students can be represented as their own live images in the room or as avatars (stick-person-skeletons) within scenery of four different themes: night, forest, valley, and beach. If the teacher chooses the avatar representations, students can make the connection between their avatar and their own body and move in ways to control the avatar’s motions.
Up to six (6) players can participate simultaneously in this game that can lead to an increase in attention, self-regulation and higher rates of positive emotions. The teacher can also decide about the duration of the game-play as well as whether balloons with paint or numbers or letters will appear in the scenery which could be hit by children. Teachers using this game have reported that it is great to prevent a melt-down or impending tantrum. It is also used to release tension after testing or prior to a more difficult academic task.
Ready to spread colors around?
The “UnBoxIT” game aims at improving visual recognition, language development, and motor planning skills. The student needs to find the pairs of objects that are hidden in boxes that are opened when their hand stays steady for few seconds.
The teacher/therapist can choose among various libraries of objects (e.g. animals, furniture, fruits, weather, clothes, numbers, letters, verbs, etc.) thus improving the student’s ability to recognize objects from various conceptual categories. The game enables the teacher to add visual and/or audio distractors in order to challenge the student’s attention and concentration skills. Visual memory can be refined by having objects that only differ slightly in the boxes.
Ready to find the pairs of similar objects which are hidden in the boxes?
In the game “Walks” the student can improve gross motor planning and eye-hand co-ordination skills. The child becomes the Farmer avatar who walks along a path that has specific shapes they engage with according to the assigned task. There are horizontal, vertical, or diagonal paths which begin with a basic line and advance to more challenging forms including back, front, top, bottom, right, left, etc. The Farmer has to move along the path and pick up carrots avoiding collisions on the boundaries.
The teacher/therapist can adjust the difficulty level by enabling the appearance of obstacles in the form of snakes and worms. They can also change the width of the path increasing or decreasing the challenge according to student skill. This game invites students to simultaneously combine several skills including attention, the ability to coordinate hand movements and react quickly to avoid obstacles when needed. At the end of each game, the players have the opportunity to check their mistakes and try to do better, improving these skills gradually.
Are you ready to pick up carrots?
“Woolly Strike” encourages students to practice generating and filling in number patterns following a set of rules. Simultaneously, it helps students to improve their bilateral upper body coordination skills as they use both hands in a controlled manner with confidence and balance. Given a rule such as, add three, the student’s task is to collect the objects that are labeled with the correct corresponding numbers, thus generating a numerical pattern. Students develop competency in modeling relationships between numbers, and demonstrate their understanding of addition, subtraction, multiplication, and division.
The game-play requests the child to stretch both hands at almost 90 degrees, similar to holding a pole or broomstick. By coordinating both hands with an equal amount of force to balance the wooly ball, the student identifies the correct answer and rolls it towards the number to fulfill the specific pattern, catching the item with the right number or color. In this way, the game aids in increasing the shoulders’ range of motion and improves posture. The teacher or therapist can configure the type and difficulty of the numerical patterns, with rules involving addition, subtraction, multiplication, and division. They can also adjust the game elements such as the length of each game or the number of lives the student has to play.
Are you ready to juggle the wooly ball and collect the correct numbers and objects?
Set in a watery imaginary setting, this game helps a student to learning and practice identifying words with specific letter sounds and sound-spellings. It improves phonemic awareness providing practice in hearing and identifying individual sounds-phonemes--in spoken words. With this game, students become aware of how the sounds in words work. Students must recognize which words in a set of words start or contain a specific phoneme sound as well as to identify words that rhyme with a given one. The student grabs the right answer out of the water.
The teacher can choose the sounds (e.g. specific consonant or specific long/short vowel) that the will student will practice. The student listens to that sound, recognizes the letter and selects the word(s) that begin with or contain that letter and sound. Students improve their letter identification and phonemic awareness skills as well as sharpen their memory skills. Students understand that letters and letter patterns represent the sounds of spoken language. The teacher can also set practice identifying rhyming word(s) to a given one.
This game also promotes visual-motor perception. The student appears in a room filled with water and there are 3 options of words that can be chosen by either hitting with the hands or kicking.
Are you ready to get splashed and hit or kick words?
In the game "Yeti Jump" the student must choose the correct image among two displayed images in response to question presented both visually and in audio in ice cubes that appear at the top of the screen in an imaginary ice world. The student can move left or right on the ice trail, trying to place himself under the correct answer and jump under the correct image answer within the ice cube. The student is represented by a Yeti avatar. The two images display objects that differ in terms of specific attributes (taller, longer, thicker, etc.) or in terms of quantity. The student/Yeti has to jump one, two, or three times (depends on the settings), in order to break the ice cubes and reveal the correct image. Once correct, the Yeti walks over the ice path to collect a trophy.
The teacher can choose among two content categories: comparison by attributes or comparison by quantities. The teacher also sets the number of jumps that the child needs to make (up to three), depending on the child’s abilities and persistence.
This game is ideal for improving student’s critical thinking and mathematical vocabulary development related to concepts such as “big, small, short, tall”, etc., improving attention to audio-visual stimuli and reinforcing visual-motor coordination, side walking and balance.
Are you ready to help the Yeti find its path on the ice?
In the “Yummy Pairs” game the student can “decompose” or “deconstruct” numbers that appear as positive integers or quantities using the ten-frame representation. This means they will explore the pairs of number combinations that make up the number. They will also improve their bilateral coordination skills by trying to make symmetrical hand movements.
The avatar represents the student within an imaginary world of candies. The student attempts to match pairs of either numbers or quantities that compose a target number by stretching both hands to reach the two parts that make the whole. The teacher/therapist can select the range of the target number that the child will be asked to make (up to 100) and the difficulty level that involves the available pairs of numbers from which the student will choose. This game offers unique learning and motoric experiences to the children about how numbers can be broken apart and put back together.
Are you ready to choose the right yummy pairs from candy trees?
The “Zoko Write” game makes letter tracing fun and easy for young students. It is designed to help students learn how to recognize and write uppercase letters and/or numbers as well as improve their eye-hand coordination.
Students are taught to trace a letter by helping a mole-rat avatar named Zokor to dig a route for collecting apples. The route appears step by step according to the stroke order. Thus, the student needs to drag Zokor and carefully help it dig the trail for reaching an apple by the shortest undug path. Zokor has to avoid going to the edges of the field, because it will lose stamina while trying to dig. Also, if Zokor does not follow the shortest undug path for reaching an apple, it might get trapped.
Therapists and/or teachers can start students to start practicing with straight letters, then curvy ones, and end with diagonals, traceable characters. They can also set time limits for each writing task.
Ready to trace letters and numbers and help Zokor quickly collect as many apples as possible?