The 'Beginning Word Builder' is an Hands-On Spelling Toy
Caitlyn Fernandez — January 24, 2022 — Life-Stages
References: hand2mind
The ‘Beginning Word Builder’ makes learning words fun, engaging, and hands-on. Learning new words can be tricky and challenging, but understanding them is not as hard when approached in a fun and exciting matter. As mentioned in this description, through using this game set, children will be able to “combined with the Activity Cards and games teach vowel-consonant (VC), consonant-vowel-consonant (CVC), and consonant-vowel (CV) words.”
The set comes with a ‘Beginning Word Builder’ with ‘9 Removable Rings’ that children can rotate and spin to create different words. They can make it into a fun game by challenging themselves to see how many of the ‘60 Double-Sided Word and Picture Cards’ they can spell. Parents, guardians, teachers, and educators can purchase the fun and interactive Beginning Word Builder on the hand2mind website.
Image Credit: hand2mind
The set comes with a ‘Beginning Word Builder’ with ‘9 Removable Rings’ that children can rotate and spin to create different words. They can make it into a fun game by challenging themselves to see how many of the ‘60 Double-Sided Word and Picture Cards’ they can spell. Parents, guardians, teachers, and educators can purchase the fun and interactive Beginning Word Builder on the hand2mind website.
Image Credit: hand2mind
Trend Themes
1. Hands-on Learning - Opportunities for creating interactive, hands-on learning tools for children in the education industry
2. Gamification in Education - Opportunities for incorporating gamification into educational tools and materials in the edtech industry
3. Interactive Toys - Opportunities for incorporating interactive technology into toys for children in the toy industry
Industry Implications
1. Education - Innovations for creating interactive and hands-on educational tools or incorporating gamification into educational materials
2. Edtech - Opportunities for developing educational tools and software that incorporate gamification elements or hands-on learning methods
3. Toy - Innovations for developing interactive and educational toys that can help children learn while playing
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