MEMOplay designer self-portraits

Page 1

MEMORY AND…

✓ LOGICAL ABILITIES ✓ VISUOSPATIAL ABILITIES ✓ METAPHONOLOGY ✓ SENSE OF SELF AND THE OTHERS ✓ LEXICON ✓ LEARNING

on

6/7+

Through multiple gaming activities and thanks to its diversified contents, the series MEMOplay entertains and cognitively stimulates at each age and at different levels of competence. 4+

ks

The series MEMOplay: • lets you invest energy and effort in a pleasant and funny activity, • trains executive functions, that are important for the development of the basic and higher scholastic learning, thanks to the specific contents of each game, • activates strategic thinking and stimulates discussion on the offered contents between peers, • develops emotional, cognitive and behavioural autoregulation, because it requires connections with others and the sharing of simple rules.

A GAME FOR EACH AGE

YOUNGER CHILDREN can be introduced to the game with their cards showing and with a limited number of cards (20 cards): the number can gradually increase depending on the child’s feedback. Players compete to reduce the duration of the game, with positive results for their self-esteem. Moreover, describing and nominating what is depicted –together with the adult- stimulates verbal expression and will teach them to abstract the quality that characterizes the content of the illustrated card. Set out the cards in an ordered array of rows and columns in order to facilitate spatial memorization.

Er ic

The games of the series MEMOplay are a real “gym” for the mind. Players train memory and concentration by trying to remember the position of the matching couples. Moreover, the specific content of each game (contraries, elements of visual equivalence, etc.) intensively stimulates memory of work, which is necessary to withhold information for the time that you need to elaborate them and to find the correct associations (what to match). Flexible, focused and sustained attention let you keep in mind various information at the same time; in addition, through this game, players learn different strategies that are applicable to other contexts and they can train abilities linked to the specific offered contents.

WHY PLAYING

©

A TRAINING FOR YOUR MIND

© Edizioni Centro Studi Erickson S.p.A. – Tutti i diritti riservati

OLDER CHILDREN, who want to relate with their peers, are easily led – by the particular associative request of this game – to discussions about the possible matches of the couples. This dynamics has important effects on the ability to express ideas and thoughts through verbal language. Thus, all the players comprehend the strategies that the components of the group declare. In addition, the artful and detailed illustrations permit a lexical enrichment.

8/9+ IN OLDER KIDS, the sake and pleasure of

challenging adults, as well as their peers, increase the motivation and produce a sense of self-efficacy that derives from controlling the accuracy of their own association autonomously, through the mechanism of auto-correction that is offered by the game.

DESIRÈE ROSSI Primary school teacher, graduated in Science of Education and in Clinical Psychology. She taught in Primary Schools of the province of Trento, where she focused on the theme of emergent alphabetization. She collaborated with the Research and Formation Sector of the Centro Studi Erickson for the project SOFIA, an expert system for the drafting of PEI and PDP. She is the author of the Tablotto cards, a didactic game edited by Erickson.

Via del Pioppeto 24 - 38121 Trento Tel. 0461 950690 - Fax 0461 950698 www.erickson.it - info@erickson.it


on ks 2 level

© Edizioni Centro Studi Erickson S.p.A. – Tutti i diritti riservati

Rossi

R DESIGNOERTRAITS SELF-P

Desirèe

Er ic

Designer self-portraits provides 50 cards of different difficulty that are to shuffle and turn down. The players match the couples by looking for the correspondence between the character painter (dog or cat) and the self-portrait that is characterized by the addition of creative details. If there are any doubts, just make the cards’ sides with the white symbol combine. If the symbol is complete, the match is correct, and the game goes on. The one who gets the highest number of couples wins. Couples are subdivided into two levels of increasing difficulty; the players begin with a limited quantity of couples to learn the game’s mechanism, and then they increase the number to make the challenge harder. Through the proposed game, organized on the base of quantity and quality of the images, the stimulus can be personalized depending on the players’ competence. In Designer self-portraits, children activate visual recognition of the details that characterize the animals of the card (colour, kind of eyes, shape of the body, relevant features, etc.), that are fundamental to recognize each self-portrait.

1 level

©

DESIGNER SELF-PORTRAITS

LA NAVA

E BY MICH ATIONS

ILLUSTR


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.