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Educational toys & games - Coggle Diagram
Educational toys & games
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Key words
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Education - gaining knowledge, developing skills and preparing for future life
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Tactile learning - studying through touch (holding, moving or poking learning materials)
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Visual learning - studying using images, colours and graphics to absorb information
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Group size
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An adult (often a parent), and their child
Individual, solo or single player games
First thoughts
Approaching important exams, people often struggle when they realise they need to study more than they are currently and a game may help them to do that
Young children need to learn basic concepts in ways that fit them, and schools don't always provide suitable methods
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Not too big, impractical, or difficult to use as that will dissuade the user
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An issue many people have is not having the proper space available to properly link 'work' and 'play'
Who?
Children
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Learning to count, do addition or times tables
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Teenagers
Many teenagers often require a motivation for study and therefore need motivating methods to revise for their upcoming exams
May be for any of the GCSE subjects: Maths, English, French, Geography etc
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Elderly
Elderly people may need to test dexterity in fingers as well as ensure that their skills are kept sharp and up to date
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Adaptation/development
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Different levels of the game for progression and to prevent discontinuation of use if game is overplayed
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Why?
Someone may need a game to help them learn, and because they are bored easily, they find it hard to find a motivation to practice. As well as this, the methods utilized in teaching may be found difficult to understand and therefore people cannot concentrate in school or work. On the other hand, if a child does not want to learn or practice at all, a game or toy is a way to convince them and possibly trick them into learning.
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How?
Many people find it easier to learn when the task is fun and engaging as opposed to monotonous and draining
In order to cement knowledge into long term memory, repetition is needed
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