Think!Think!

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Think!Think!

Think!Think!

Hanamaru Lab
Visual-spatial problem solving
A gamified application for developing young children's intellectual skills and problem-solving abilities.

Think!Think! is a free educational app filled with bite-sized mini games to assist children in the development of their intellectual skills and problem-solving abilities. It features short, timed puzzles that sharpen the players’ lateral thinking and spatial reasoning skills, giving them an engaging and enjoyable gaming experience at the same time.

Age groups 
Preschool
Elementary
Price 
Free
Languages 
English
Japanese
Chinese
Platform 
Mobile Android
Mobile iOS
Registration 
Required
Offline play 
Internet required
Pictures
Educational Quality
Learning Goals
Pedagogy

The following are the high educational quality aspects in this product.

Think!Think! offers engaging puzzle solving games that enhance visual-spatial problem solving.
The games are easy to play but hard to master - they are suitable for young kids and challenging for adults as well.
Think!Think! has a wide selection of games which students unlock as they progress. The app includes leader boards where players can see their ranking among their peers.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Recognise angles as a property of shape or a description of a turn
Complete a simple symmetric figure with respect to a specific line of symmetry
Recognise 3-D shapes in different orientations and describe them
Order and arrange combinations of mathematical objects in patterns and sequences
Identify horizontal and vertical lines and pairs of perpendicular and parallel lines
Describe position, direction and movement, including whole, half, quarter and three- quarter turns

Soft skills learning goals

Learning to find the joy of learning and new challenges
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Practicing logical reasoning, algorithms and programming through making
Practicing to notice causal connections
Using technology as a part of explorative and creative process
Developing problem solving skills
Encouraging the growth of positive self-image
Practicing logical reasoning to understand and interpret information in different forms
Practising to understand visual concepts and shapes and observe their qualities
Learning to acquire, modify and produce information in different forms
Using technology resources for problem solving
Practicing to notice causal connections

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Passive
Active
Learning is based fully on interactive problem solving with virtual manipulative tasks, requiring active engagement to progress.
Rehearse
Construct
Success is based on the ability to adopt the knowledge that the solution delivers. The solution provides motivational material in order to engage the user’s interest on the topic.
Linear
Non-Linear
The approach is relatively linear, but allows users to choose freely from different activity types.
Individual
Collaborative
The progression is fully individualized, but users are encouraged to share learning outcomes, which brings a social element into the learning experience.