Educational Toolkit for Students Рeducational games and tasks

Image module

The aim of this product is to develop cognitive functions and support students in the development of effective learning skills, using resources and the full brain potential.

The product will contain a unique set of short exercises to support / develop cognitive processes favourable effective learning and exercises that develop various learning techniques and methods. The product will be used by students aged 6-14. The exercises will be divided into two age-groups: 6-10 years old and 11-14 years old. Such division is dictated by the level of intellectual development of students and the need to adjust the level of difficulty and the scope of particular tasks / exercises. 30 tasks / exercises / short clips will be prepared for each age-group. The product will be developed by a team of educators, psychologists, graphic designers, IT specialists and programmers. It will have an attractive form for children.

It will be a development program for 30 days. Each day the student can learn new information about effective learning (video) or develop the potential of his brain (exercises, tasks). In addition, the product can be used by teachers during lessons, as well as by parents interested in supporting children in effective learning.

The application (iOS, Android) / internet platform will contain games and tasks that will take the form of puzzles, labyrinths, tasks developing spatial imagination, tasks requiring concentration or visualmotor coordination. These exercises will include the following exemplary ones: (1) solving logical and mathematical puzzles (2) adjusting on the screen of a smartphone / tablet elements to create an image (3) finding strings of the letters indicated in the task (4) counting on three-dimensional images for instance how many squares were used to build a given structure (5) fast counting of indicated digits, among many displayed on the screen (6) fast response and pressing e.g. on emerging elements (7) finding the way to the goal – mazes.

The student’s performance of these tasks will stimulate the brain’s potential – the development of cognitive functions of children and adolescents. The idea of this solution is to develop through playing, using modern technologies and a smartphone or tablet. In addition, the application will contain short videos (2-3 minutes cartoons) with good advice on effective learning. After watching them, the student will get a task to do – for example, implementing the clues from the film into the learning process.

All project outcomes have potential for transfer and exploitation in other European countries.

Until Date of Completion