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MindWare Hue Knew?

Mindprint Rating

Tags

^21st Century Skills Elementary School Game

Skills

Flexible Thinking Self-regulation Organization Attention Visual Discrimination Processing Speed

Mindprint Expert Review

Pros

  • The color names on the playing cards are written in a pattern, so players can learn to recognize patterns as they improve speed.
  • Inhibition is an important skill for students to develop, and this game specifically develops that skill.
  • The playing cards are visually appealing and use beautiful, bright hues.

Considerations

  • The directions require adult explanation and students may require playing a few times before developing a good feel for the game.
  • The playing cards are very bright and crowded and might be distracting for students with visual weaknesses.

Mindprint Expert Review

Hue Knew is an enjoyable, multi-player game that uses colorful playing cards to improve attention, processing speed, and inhibition. Each player scans the card and tries to be the first to find the color name that is written in the matching color (e.g. the word "red" is written in the color red NOT written in the color blue). Each card will have two words written in matching colors (e.g. purple written in the color purple) and seven color words not written in matching colors (e.g. the word "brown" written in pink). The player will need to quickly grab a pawn that matches the color he found (grab a white pawn if you found a "white" match) and players get one point for every pawn they grab. Students must think before responding as they will lose a point for making a mistake but they must also take into account that speed matters. The game can be a great choice for students who need practice thinking and focusing before reacting, but could make anxious or slower students uncomfortable with the shouting and grabbing. The game is fast-paced and brief which is good for students who enjoy competition and have weaker attention 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

  • Anxiety
    • Multi-player activity with a clear 'winner' and 'loser'
    • Student cannot take as much time as needed to read text
    • A player's success depends on speed
    • Turn or quiz abruptly ends when timer runs out
  • Processing Speed
    • Requires scanning in multiple places for words, objects or numbers
    • Student cannot take as much time as needed to read text
    • A player's success depends on speed
    • Turn or quiz abruptly ends when timer runs out
  • Reading Basics
    • Student cannot take as much time as needed to read text
    • Directions may be confusing for students using independently
  • Self-regulation
    • Multi-player activity that requires cooperation or has potential for disagreements
    • Multi-player activity with a clear 'winner' and 'loser'
    • A player's success depends on speed
    • Turn or quiz abruptly ends when timer runs out
  • Social Awareness
    • Multi-player activity that requires cooperation or has potential for disagreements
    • Multi-player activity with a clear 'winner' and 'loser'
  • Visual Discrimination
    • Requires scanning in multiple places for words, objects or numbers
    • Student cannot take as much time as needed to read text
    • Visually distracting with too many pictures, problems or moving objects

Manufacturer Description

What You See Isnt Always What You Get. A fun spin-off from our playful True Colors T-shirt, mug and poster, this game challenges players to resist quick answers and say a color rather than reading a word. Be the first to find the words that are printed in the correct color, then grab the appropriately colored peg. Game includes ten colored pegs and 40 game cards. Ages 6 to adult.