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Super Mind

Mindprint Rating

Tags

^21st Century Skills Elementary School Game

Skills

Flexible Thinking Working Memory Abstract Reasoning Spatial Perception

Mindprint Expert Review

Pros

  • The solution cards are easy to read and make it simple to understand how to solve the puzzles.
  • There is no reading required and a child can spend as much time as necessary to complete a puzzle.
  • The same 32 pieces are used for every puzzle so it is not overwhelming to find specific shapes.

Considerations

  • The shapes move on the puzzle cards, so the magnetic version may be preferable if your child strives for perfection, is easily frustrated. or has weak fine motor skills.
  • Children with attention weaknesses may have difficulty sitting and enjoying these puzzles.

Mindprint Expert Review

This is a fantastic game that encourages children to work independently using spatial relations, problem-solving, and creative thinking skills. Children combine a variety of colorful, geometric block shapes together to match the specific shape on a card. The cards are in a numbered sequence of picture patterns that increase in complexity and difficulty as the child improves his/her skills. If a student gets stuck the solution cards are simple to understand so students can easily self-correct. This is a wonderful choice to develop visual-spatial relations and planning skills.

Academic Benefits

Improves academic skills

  • Provides sufficient and varied types of practice problems to maximize understanding and generalization of the targeted skill/concept
  • Manufacturer claims alignment with Common Core/Known Standards
  • Presents educational concepts accurately
  • Explains answers so students can learn from mistakes
  • Better for teaching the skill to new or struggling learners
  • Better for practicing or refreshing the skill
  • Skills are practiced through authentic, meaningful problems (not just rote practice)

Fun

Engaging for the Mindprint recommended age range

  • Appropriate for a broad age range to use and enjoy
  • Visually appealing to children in the target age range
  • Adults would enjoy playing with a child
  • For electronic games, gives positive or encouraging feedback
  • Offers ongoing, progressive challenge
  • Overall - Enjoyable. Given the option, students would choose this option

Easy to Use

Understandable for children in the Mindprint recommended age range

  • Provides teaching guidance for adults to support the child and set appropriate goals
  • Student should be able to use independently after first use
  • Student graduates to the next level or topic only after meeting a benchmark
  • Can effectively understand and monitor student's progress (email report or in product)
  • Does not require excessive set-up time after first time use
  • Can be fun as a single player game
  • Multi-player game which fosters collaboration or cooperation
  • Well-made for the cost
  • For electronic games, can play without sound
  • For electronic games, allows user to save work
  • For electronic games, voice/sounds are appealing and pronounces words properly
  • Provides options to play in languages other than English/Good for ELL
  • Presents information in multiple formats (voice over, pictures and text, etc.)
  • Overall - Easy to use

Cognitive Concerns

May not be advisable for students with the following cognitive needs

  • Attention

Manufacturer Description

Award winning SuperMind by Leisure Learning has been making kids very smart since 1979. It's been recognized as a valuable entertaining learning tool in 26 countries around the world from China to Europe to Dubai. SuperMind expands and extends the basic MightyMind logic building system. It's one of the top 5 essential toys, because it builds a foundation that becomes a platform to launch a child's analytical thinking skills. Kids get "glued" to it, because it generates a feeling of success that builds confidence and self-esteem. It's far more than just shapes and puzzle boards. SuperMind is an intricate linear program disguised as a play activity. It's arranged in 30 connected steps that are linked together in a numerical sequence. SuperMind originated way back in 1979 based on B. F. Skinner's (the Harvard behaviorist) development of linear programming. Children that have successfully completed the MightyMind pathway, or have developed sufficient analytical thinking skills can expand their abilities with SuperMind. No reading or language is required. The SuperMind activity set includes 32 unique, colorful, geometrically proportional design shapes, neatly contained in a sturdy storage tray with a series of 30 numbered programmed puzzles.