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?
Disable/enable background music.
Disable/enable sound effects while selecting an item.
I CAN understand that there are sounds when I choose an item.
I CAN select the “Play Button” with my left hand.
Time to remain stable to select an item.
Reduce the time if the child shows stability.
I CAN stay stable in an upright position for 3 seconds to select an item.
Time to finish selecting the side.
Disable this if the student feels pressure.
I CAN answer 1 question in 10 sec.
Interaction mode allows teachers to choose the way with which students should control and choose the correct image. It can be “Jump” when students will go underneath the chosen image and make a jump. The “Time Delay” option allows students to do side-walking and stand still for some seconds under the chosen image for giving an answer without jumping.
I CAN do side walking and step left/right stay still in an upright position for specific time. Also, I CAN jump and keep my balance in order to select the correct image.
This function allows teachers to ask the student to make several jumps to improve their balance and motor control.
I CAN do as many Jumps as needed and keep my balance in order to select the correct image and break the ice that covers this image.
This shows the number of questions that a student will practice in the game.
I CAN answer 5 questions correctly.
Teachers can determine if the comparison of images will concern qualitative concepts i.e. compare two images that differ in a certain attribute (tall-short, fat-thin, long-short, etc.) or quantitative data (images that contain a number of items up to 10) thus improving children’s critical thinking and mathematical vocabulary development
I CAN recognize and point an image that has specific attributes.
“Audio message” narrates the question messages.
I CAN understand an audio message instruction and identify the correct item according to it.
Enable or disable game lives
Game lives are the three little hearts in the middle of the screen.
I CAN notice that a heart disappears each time I am wrong.
I CAN play the game with game lives.
Pie chart data
This shows statistics of how many times the student gave correct and wrong answers as well as no answer.
The Time is shown on the top right corner. The teacher can use the time to tell whether the task is challenging enough for the students.
This shows the amount of time the student spent on each question. In this case, the student spent the longest time on question 2 which was incorrect (11,42s).
The educator/teacher can see the student’s answer at each specific question which might reveal possible misconceptions and certain patterns of cases (e.g. enumeration or understanding the attribute “thin”) where that the student faces difficulties