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Educational Interactive Puzzle - Bachelor Thesis Project

Design for ESL (English as a Second Language) children, particularly those in age groups encountering obstacles such as limited English proficiency, introversion, self-doubt, diminished social interactions, and a preference for solitary activities over group play.

Non-native children at Heartprint Montessori frequently require teacher encouragement in order to engage socially. The teacher is aware that directly inviting children to participate may not be the most effective method for promoting social skill development, but it is the simplest. Therefore, it is crucial to utilize age-appropriate strategies to address these challenges and facilitate the formation of meaningful peer relationships while also enhancing their communication skills. 

Children Reading the Holy Bible

Research studies on the 'visual sensory strategies'
are the most likely method to attract children's attention.

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Pre-school kids primary class & activity

Pros of Conventional Toys

Innovative and creative thinking
Develop perception and intuition and partake in a creative activity.
Cognitive skills

Connect their thought processes and develop their capabilities.

Motor skills
Improve language and brain development.

Soft skills
Handle appropriate social interaction.

Spans various age groups

Cons of Conventional Toys

• It promotes a sedentary lifestyle.
• Gets heavy duty screen time.
• Lack of verbal interaction between parents and children
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Associate the hint with the objects, aligning groups of four hint with colors and patterns that match. The hints provided offer detailed explanations linked to the image, including vocabulary in various languages. 

The highly acclaimed "hey" Educational Interactive Puzzle design has received positive feedback from children, parents, and educators. All parties agreed that it could serve as an excellent educational puzzle game for both children and adults looking to enhance their social communication skills. 
 
Initially, researching children's design preferences was simple, but finding a solution that would cater to a diverse audience proved challenging. 
 
I spent a considerable amount of time determining the primary focus of my toy design project. Initially torn between traditional toys and technology-driven toys, I grappled with the decision of whether to embrace the future of tech-toys or stick to more traditional methods of play for educational purposes. 
 
In the end, I decided to focus on traditional toys as the main research design. Through this research process, I discovered that simple games foster more interactive learning experiences than technology-driven games, allowing children to concentrate on their educational development while playing. 

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