Each month we release a new educational game that answers to your teaching and observing needs.
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 child’s ability to quickly identify the larger set of colored marbles without counting. The child becomes a magician who sidewalks and tries to solve exercises. The child sees a cluster of two sets of yellow and blue marbles and has to quickly decide (without having enough time to count) which set has more marbles than the other by moving the body left or right to the appropriate colored 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 child. The more marbles (up to 20) can appear the more difficult the game becomes.
Also, the teacher/therapist can choose whether there will be game lives and an active timer. This game strengthens the children’s visual perception, promotes the ability to make rapid, accurate, and confident judgments.
Ready for becoming a magician and play with the colored marbles?
The “Clockoo” game helps children practice setting the time on an analog clock, i.e. by moving the hands of a clock, as well as understand the relationship between digital and analogue clocks.
Children need to set the clock to a given time by making circular hand movements, i.e. by controlling the hour and/or minute hands.
The teacher/therapist has complete control of whether the child will set the time by moving one or both hands of the clock. By choosing the analogue display, the child is asked to recognize the time which is displayed on an analogue clock which appears at the side and set that time at the main analogue clock by picking and rotating the appropriate hand(s). Also, the teacher/therapist can pick out the time interval (Half Hour, Quarterly, etc.) on which the child would like to work as well as ask a child to explore the relationship among digital and analogue clocks.
There is a cuckoo that checks if an answer is right or wrong. The teacher can also activate 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.
Children are asked to 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 children improve on their postural control and balance. This game can be included as part of a strengthening program for positively impacting a child’s fine motor control, body awareness and balance.
With Do Like, the child 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”)
o Hold a move (e.g. “Stand on your left foot for 5 seconds”)
o 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” is a fun ordering and number sequences game that also promotes motor planning and execution skills. The child is asked to recognize a number sequence and drive a Doffy – a purple funny creature created by dough - which holds a number through a maze, and to line it up next to other Doffies in order to correctly complete the sequence of numbers up to 100.
In order to drive a Doffy, the child has to make jumping, squat and side walking movements thus improving 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.
On the one hand, the teacher/therapist can adjust the game by choosing the learning content i.e. the number sequences that can appear in forward and backward order thus reinforcing the child’s knowledge of multiples (2,3, 4, 5, 10). On the other hand, the teacher can choose the complexity level of the maze thus promoting the visual perception and motor coordination skills of a child.
Are you ready to lead the Doffies through the maze?
As many educators recognize, an essential part of the math curriculum is to have their students efficiently represent key data through pictograms, block graphs and bar charts. With our latest interactive math game, Dr. Grafoo, teachers can easily use real-life information to help students convey vital facts with visually engaging graphs and charts that make the meaning of data clear and comprehensible. Want to hear a nice fact regarding our game? It is already aligned with the K-3 Measurement and Data (MD) category of the state 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 analyze results. Data and other relevant information come from simple everyday items that children should be able to understand 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 a personalized and creative learning session by selecting tasks for the student to complete such as:
§ To create a bar chart in a vertical or horizontal direction or in a picture graph
§ Understand and reuse data that is set in the form of a table with numerals or tally marks which reaches up to five categories
§ Draw a graph and add key details such as the title and headers of the “x” and “y” axes
Teachers can also choose specific features based on the student’s needs for motor skills development, such as making the interaction mode a grab and move format or time delay. Other modifying features include the duration of each graphing activity, as well as the amount of questions to ask. Additionally, educators can enrich the learning experience by asking specific questions from the chart to relate the data onto the headings. This action encourages a discussion to identify possible uses of the statistics represented.
Our seamless all-in-one movement-based learning activity game provides fundamental benefits to the student by reinforcing mathematical learning while also boosting fine motor skills, critical thinking and cognitive skills.
Now…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 empower and measure children’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 or not. 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; a random pattern where a specific sequence is given and the child has to replicate it. Also, a free mode is included that allows a child to enjoy air-playing of the colored pads make sound improvisations.
This game is unique for helping children improve hearing, as well as train 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 fun movement-based learning game that is designed to help children fine tune their Math word problem solving skills involving numbers, fractions and units.
Children get to play the role of an animated fairy character that is seeking for her friends that are hiding around the magical fairy village. As the fairy visits specific places in the village, the child is requested to solve Math problems correctly in order to find her merry friends.
Throughout the game, the child is encouraged to make mental calculations to solve one and two-step word problems. Physical activities such as jumping is required to answer the problem correctly. For example, the child 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, while she continues to search for the rest of her friends. If the answer is incorrect, the child 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.
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 when it comes to understanding 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
• Boosts gross motor skills development, balance and full body coordination since the child needs to make side-walks and jumps to answer questions properly
Additionally, teachers and therapists can select the type of problem activities to use on their child. 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 (as 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 FairyBells!
“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 for teachers to promote emotional expression, engagement and creation with artistic intent.
Children are asked to freely create, gradually transform and freely modify music patterns by interacting with four (4) actors on stage (Jellies), each one associated to specific pattern. With the grab gesture, the child 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 children gain 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 conditions.
Ready to jump on the Jellies band?
“Lexis” is a missing letter game children with which children practice their skills on spelling of words of different length. At an egg-packing plant, the child has to create “egg-words”, i.e. words that consist of letters written on eggs.
The child sees an incomplete “egg-word” and has to grab the correct missing egg-letter(s) from a set of given egg-letters, place it carefully and appropriately in order to fill it in so that the “egg-word” is packed. If the child makes a wrong choice (wrong letter or wrong placement) the egg falls and breaks!
The teacher/therapist can choose the length of words that will be shown to a child, the number of missing letters as well as the conceptual category of words that could appear i.e. food, animals, months, etc. Time limit might exist, as well. Also, the teacher/therapist can activate the appearance of the picture of the given word thus helping the child to correlate a word with an object and empowering child’s visual perception skills.
Ready for egg-words packing?
Lu Lagoon is a multiplayer game with lively, full-body interaction that addresses sensory integration. It helps children to regulate sensory input effectively.
The game incorporates sensory integration activities in a child-friendly manner that prompts the brain to process sensory information effectively. Children respond appropriately 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. Moreover, it can be used for calming a worked up, and stimulation seeking child. Children 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!
This delightful and effective game helps children to gather, categorize and distinguish items based on specific traits and characteristics. Throughout the game, kids are encouraged to find objects that are either the same or similar according to the object’s size, color, and/or shape.
Mary 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, kids have the ability to understand the relationship between the different category groups.
Additionally, this engaging game includes cognitive activities that allows students to progress in their vocabulary. Kids can learn to familiarize the displayed objects with the defined vocabulary words it represents. They can 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”, “Veggies”, and “Dairy”.
Children can experience the following as they sort and classify throughout the game:
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 boosted as a result of their actions
Teachers and/or therapists can easily personalize 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 six key areas and academic goals:
· Concept Sorting
· Nutrition Concept Sorting
· Grammar Sorting
· Real-life Connections Sorting
· Geometry Concept Sorting
· Naming Objects
Lastly - the instructor can choose how the child can play the game based on occupational goals. For example, the child can play with one hand or both hands or 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 skills in mathematics is the ability for mental calculations. “Mathloons” is a game that helps children to practice addition, subtraction, multiplication, division with whole numbers and fractions till the 100s, in a fun and engaging way while improving middle-line crossing skills.
Children are called to identify the right balloon that represents the correct answer to a math calculation problem keeping their hands steady for few seconds so that the balloon pumps up and goes to the results’ spot. Feedback is given for the correct or wrong answers. Moreover, the teacher/therapist can choose the level of difficulty for the math calculations that the child will be asked to perform, thus offering math problems related to simple or more complex math strategies. 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 children 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, 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 surface of a planet, and 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 shouldn’t be dull. 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 spice up the classroom by asking students to choose only words that belong to a common theme and start with the same letter.
Game mode in Over the Galaxy deals with emotional intelligence and 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.
Furthermore, 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, 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?
At the Paleo game, children move with their body a prehistoric man or woman left or right who exists in a prehistoric world in order to collect falling objects thus answering cognitive or math problems. There are also various types of stimuli (numbers, food types, bombs, bottles with liquid related to stamina and to resistance to bombs), which are presented randomly.
The teacher can make this game as challenging as needed depending on children’s abilities by choosing among several levels of difficulty with regards to the speed of the falling objects or bombs that are being dropped by dragons and need to be avoided or even dinosaurs which are hungry and move towards the prehistoric man or woman.
Children must make coordinated movements and avoid dinosaurs and falling bombs. They are called to respond only to 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 attention and reasoning ability. Reasoning ability heavily depends on inhibitory control, i.e., blocking information irrelevant to the target and ignoring irrelevant environmental distractions.
The teacher can choose the learning goal of this game, i.e. food types, multiples of specific number as well as whether the game will be played with lives or not, thus adjusting the level of challenge for the 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 a pleasant game that helps children practice the comparison of numbers and/or quantities i.e. “find the greater” and “find the lesser” or "find the odd" and "find the even". The child becomes a little frog in a lake that makes side movements in an effort to choose the correct answer at a given question. The child sees two bubbles that contain numbers and/or quantities and/or math operations that should be compared. The child, i.e. the little frog, has to move left or right, stand under the bubble with the correct answer, and jump to break it. The messages “Find the greatest”, “Find the less” or "Find the odd", "Find the even" or “Get in the middle” give instructions to the child for making movements accordingly.
The teacher has full control of the game-based learning activities, i.e. he/she can choose whether the child will be asked to compare only numbers, only quantities, fractions or include math operations thus adjusting 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 child to communicate by coordinating physical movements according to language, gesture and posture questions. It aims at increasing a child’s attention to Yes/No questions about emotions/feelings, spatial orientation of shapes as well as math operations and properties (distributive and associative).
The child needs to make hand symmetrical movements for moving the lever and putting it at the correct box that will sparkle an explosion while promoting bilateral coordination.
The teacher/therapist can choose the set of questions that a child will be called to answer, i.e. about emotions, spatial orientation of shapes and math operations/properties. Thus, the teacher/therapist can benefit from this game by strengthening children’s understanding of emotions, spatial orientation and math operations/properties.
Are you ready to make explosions?
In the “River Crossing” game, the child undertakes the task to lead a boat in a river and transfers animals and items of the food chain from one shore to the other. The child should be very careful so as not to crash the boat on rocks that exist. The child can improve the visual-kinetic coordination and the grapho-kinetic skills.
Sometimes the passage for the boat becomes narrower or wider, depending on the difficulty level of the game, that the teacher/therapist can adjust. At cognitive level, the child could be asked to solve river crossing puzzle with various combinations of items from the food chain thus promoting both critical thinking and understanding of how the food chain works.
Are you ready to become a boat skipper?
“RuniRoon” is an engaging runner game that helps a child understand visual and/or oral instructions and improve motor coordination.
The child needs to control with his/her body the character (a raccoon) that runs along a path in order to collect the correct objects that will appear. By making side walking movements, the child will help the running raccoon to collect the objects and avoid obstacles or objects that look quite similar e.g. 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 child by adjusting the velocity of the running raccoon, the duration of the game-play, etc. Moreover, the teacher/therapist can decide the category of the objects that need to be collected i.e. 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 child is asked to discover the missing factor or operator in an equation relating three numbers. By making movements of both hands together, the child needs to drive 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 whether a number is missing from a specific operation with numbers within a given numeric range (e.g. addition with numbers 0-20 or the operant is missing) so that the child will be asked 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 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 she 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 child is asked to compose simple 2D shapes to form larger shapes and real-world objects by dragging a shape and dropping it at the appropriate slot. This coloured picture puzzle helps children expand their vocabulary and reinforces their ability to categorize and to place different shapes for creating wonderful real-world images, i.e. a boat, a van, a sky-rocket. Also, it strengthens problem solving, concentration, and gross motor skills such as grabbing, middle-line crossing and hand stability. When children 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 child.
A shape can be picked and dragged by a child either with grab & move interaction style or with time-delay selection and move. The teacher/therapist can choose the interaction style that is compatible with a child's motor skills.
The teacher/therapist can adjust the timer for the completion of the given composing task. Also, children 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 is a great game for build-a-word and build-a-sentence activities. It is a wonderful 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.
The students are asked to glue the letters or words, that appear on boxes which have been scrambled up on a game board, in the correct order to make a word or sentence. They should strengthen their movement skills and spatial awareness strategies to quickly navigate on 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, i.e. word unscramble or creation of complete simple sentences. The word unscrambler lets the student practice some of the most common words in academic vocabulary—words for K-4. Each word can consist of up to six letters.
In the case of the task for producing simple grammatically correct and meaningful sentences, students learn to recognize punctuation and capitalization prompts for declarative, interrogative, imperative, and exclamatory sentences as well as to make use of how basic sight words, such as we, I, she, he, run, will, by, can, etc. that could appear on some boxes could be used in sentences.
Moreover, the teacher could select a “non-academic” game type that improves students’ visual motor integration and executive functions. Students, during this “Tower of Hanoi puzzle”, are called to move three boxes from one spot over to a third spot keeping the same sequence of colors using a second empty spot as scaffold.
Finally, teachers 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.
Are you ready to play this mind-bending game and quickly move around and place boxes in the correct order?
The goal of the game is to help students understand some of the most common suffixes and be able to identify the grammatic type of word (noun, verb, adverb, adjective, pronouns). The core idea is to get children 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.
A child could 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 child moves up to 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, s/he 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 aims at increasing children’s concentration and audio-visual memory in a unique way. A child tries to recognize and find the matching pairs of sounds that are hidden at melody keys which are hanging in a melody tree. The sounds can be heard and revealed when the child keep the hand still for few seconds on a melody key.
The game supports children’s audio 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 offer extra help in the game by enabling the child to see the corresponding images of the hidden sounds. Moreover, visual and/or audio distractors could be added into the game in order to add more challenge thus enhancing children’s memory, attention and concentration in a unique way.
Are you ready to find the hidden pairs of sounds?
“Tika Bubble” is a picture card match game to pair items that are related, e.g. fruits and their colors, numbers and quantities, costumes and professions, etc.
The child entering the world of a tribe, sees items captured into bubbles at the left and right sides of a totem. The child is asked to recognize the pairs of related items, grab the corresponding bubbles at each side of the totem and bang them simultaneously at the spikes which are at the center of the totem. This unique game helps a child to improve the 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 aiming at visual perception and linguistic development.
Let's start banging bubbles with both hands!
“Trekins” is an entertaining sensory learning game which could be regarded as a digital version of a hopscotch game.
Depending on the chosen board, children can practice spelling high frequency words as well as reinforce arithmetic skills such as counting, mental math calculations with up to three numbers. According to a given problem, children need to identify the correct track of tiles and travel from one tile to another in the right sequence. Depending of the children’s position each time, feedback is given.
With this game, children can develop motor planning, coordination, timing, strategy and gross motor skills. 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.
Are you ready to hop hop hop?
“U-Paint” is a sensory learning game that aims to give children sensory experiences. Up to six children can have joyful learning experiences by mixing different colors on a canvas, expressing themselves, experimenting with ideas, interacting with each other and developing gross motor skills. In this air-painting game, children let their creativity flow by spreading colors around and drawing in with hands in response to music. U-Paint is a great way to let out feelings, relax and help reduce stress.
The children can be represented as their own live images in the room or as avatars (stick-person-skeletons) within scenery of four different themes i.e. night, forest, valley, and beach. In case that the teacher chooses the avatar representation, children can make connection between the avatar and their own body and move in characteristic 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 emotion. The teacher can also decide about the duration of the game-play as well as whether balloons with paint will appear in the scenery which could be hit by children thus splashing extra colors.
Ready to spread colors around?
The “UnBoxIT” game aims at improving visual recognition, language development, and motor planning skills. The child is called to find the pairs of objects that are hidden in boxes that can be opened when the hand stays steady for few seconds.
The teacher/therapist can choose among various libraries of objects (e.g. animals, furniture, fruits, weather, clothes, etc.) thus empowering child’s ability to recognize objects from various conceptual categories. Moreover, visual and/or audio distractors can be added in order to enrich child’s attention and concentration skills. Visual memory can be promoted by having objects that could slightly differ in the boxes.
Ready to find the pairs of similar objects which are hidden in the boxes?
In the game “Walks” the child can improve gross motor planning and eye-hand co-ordination skills. The child becomes a Farmer who walks along a path that has specific shapes, i.e. horizontal, vertical, or diagonal paths begins with a basic line and advances to more challenging forms 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 as well as by changing the width of the path.
This game invites children to simultaneously combine several skills including attention, the ability to coordinate properly their 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, thereby improving these skills gradually.
Are you ready to pick up carrots?
Woolly Strike encourages children to practice generating and filling in number patterns given a set of rules. Simultaneously, it helps children 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. Children 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,like 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. 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?
This game helps a child to learning and practice identifying words with specific letter sounds and sound-spellings. It is related to phonemic awareness, i.e. to hear and identify individual sounds-phonemes--in spoken words. With this game children can become more aware of how the sounds in words work. Children are called to recognize which words in a set of words start or contain a specific phoneme sound as well as to identify words that rhyme to a given one.
The teacher can choose the sounds (e.g. specific consonant or specific long/short vowel) that the child will practice. The child listens to that sound, recognizes the letter and selects the word(s) that begin with or contain that letter and sound. Kids easily improve their letter identification and phonemic awareness skills as well as sharpen their memory skills. Children can understand that letters and letter patterns represent the sounds of spoken language. The teacher can also ask a child will practice identifying rhyming word(s) to a given one.
Also, this game promotes visual motor perception. The child 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 child is called to choose the correct image among two displaying images, in order to give an answer to an audiovisual question (e.g. the empty basket), that appears at the top of the stage. The child can move left or right on an ice trail, trying to place himself and jump under one of the two ice cubes that contain the images.
The two images display objects that differ in terms of specific attributes (taller, longer, thicker, etc.) or in terms of quantity. The 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.
The teacher can choose among two content categories; comparison by attributes or comparison by quantities. He /She can also choose the number of jumps that the child needs to make (up to three), depending on the child’s abilities.
This game is ideal for improving children’s critical thinking and mathematical vocabulary development related to concepts such as “big, small, short, tall”, etc., empowering 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 child can advance skills in decomposing numbers that appear as positive integers or quantities using the ten-frame representation, and improve, at the same time, bilateral coordination skills by trying to make symmetrical hand movements.
The child entering into a colorful world of candies, selects the desired avatar to control and tries to match pairs of either numbers or quantities that compose a target number by stretching both hands to reach the two sub-parts. In a joyful and yummy environment, the child advances mathematical thinking and hand eye coordination.
The teacher/therapist can select the range of target number that the child will be asked to make (up to 100) and the difficulty level that concerns the available pairs of numbers from which the child will be asked to choose. Candy 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 children. It is designed to help children learn how to recognize and write uppercase letters and/or numbers as well as improve their eye-hand coordination.
Children are taught to trace a letter by helping a mole-rat (Zokor) to dig a route for collecting apples that will appear step by step according to the stroke order. Thus, the child is called 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 ask a child to start practicing with straight letters, then curvy ones, and end with diagonals, traceable characters. Also, they could set time limits for each writing task.
Ready to trace letters and numbers and help Zokor quickly collect as many apples as possible?