MentalUp Educational Games

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CertifiedEducation quality
10/2021
MentalUp Educational Games

MentalUp Educational Games

Mental Up
Cognitive Development
App for brain training and fitness exercises for kids

MentalUP provides scientific and gamified brain training and fitness exercises for 4-13-year-old children to improve their cognitive and physical skills. The platform consists of more than 140 brain training exercises and 210 fitness exercises.

Age groups 
Preschool
Elementary
Languages 
English
Spanish
Portuguese
German
Turkish
Platform 
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Other
Registration 
Required
Offline play 
Playable offline
Pictures
Videos
Pedagogy
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Passive
Active
MentalUp has a large variety of games, tasks, and problems to do. They can be approached either through a linear path or topically, which supports different playstyles and freedom. The variety of tasks supports different skill set, and also fine motor skills to be developed.
Rehearse
Construct
MentalUP aims to keep up the user's interest during the progress, and aims to do this by gamified interface and minigames that require constant activity. The progression is shown clearly, the feedback drives the learners forward.
Linear
Non-linear/Creative
All the games can be explored freely. However, the linear learning path offers clear goals. The daily physical exercises give good variation to playing and encourage being active.
Individual
Collaborative
The learner can act and progress autonomously, and the progress depends only on their own action. The aim of the app is to provide a platform where the learner engage voluntarily and self-regulates all learning activities - they keep up regular exercising and do tasks also for fun.

The following are the high educational quality aspects in this product.

A large variety of content and game types that make interesting practice.
Gamification elements are motivating and easy navigation makes it possible for the children to learn with the app very independently.
Unique tasks that are designed to train cognitive skills more holistically than many other brain training apps.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Recognise and name common 2-D and 3-D shapes, including 2-D shapes [for example, rectangles (including squares), circles and triangles] and 3-D shapes [for example, cuboids (including cubes), pyramids and spheres].
Given a number, identify one more and one less.
Order and arrange combinations of mathematical objects in patterns and sequences.
Recognise, find and name a half as one of two equal parts of an object, shape or quantity.
Recognise, find and name a quarter as one of four equal parts of an object, shape or quantity.
Compare, describe and solve practical problems for time [for example, quicker, slower, earlier, later].
Solve one-step problems involving multiplication and division, by calculating the answer using concrete objects, pictorial representations and arrays with the support of the teacher.
Ask and answer simple questions by counting the number of objects in each category and sorting the categories by quantity.
Measure and begin to record the lengths.
Measure and begin to record heights.
Measure and begin to record mass/weight.
Measure and begin to record capacity and volume.
Find different combinations of coins that equal the same amounts of money.
Solve simple problems in a practical context involving addition and subtraction of money of the same unit, including giving change.
Describe position, direction and movement, including whole, half, quarter and threequarter turns.
Recognise and know the value of different denominations of coins and notes.
Use place value and number facts to solve problems.
Compare, describe and solve practical problems for lengths and heights [for example, long/short, longer/shorter, tall/short, double/half].
Represent and use number bonds and related subtraction facts within 20.
Add and subtract one-digit and two-digit numbers to 20, including zero.
Solve one-step problems that involve addition and subtraction, using concrete objects and pictorial representations, and missing number problems such as 7 = – 9.
Solve problems with addition and subtraction using concrete objects and pictorial representations, including those involving numbers, quantities and measures.
Compare, describe and solve practical problems for mass/weight [for example, heavy/light, heavier than, lighter than].
Add and subtract numbers using concrete objects, pictorial representations, and mentally, including a two-digit number and ones a two-digit number and tens, two two-digit numbers, adding three one-digit numbers.
Apply phonic knowledge and skills as the route to decode words.
Respond speedily with the correct sound to graphemes (letters or groups of letters) for all 40+ phonemes, including, where applicable, alternative sounds for graphemes.
Continue to apply phonic knowledge and skills as the route to decode words until automatic decoding has become embedded and reading is fluent.
Form capital letters.
Form digits 0-9.
Spelling words containing each of the 40+ phonemes already taught.
Naming the letters of the alphabet in order.
Identify and describe the properties of 2-D shapes, including the number of sides and line symmetry in a vertical line.
Read and write numbers from 1 to 20 in numerals and words.
Read easily, fluently and with good understanding.

Soft skills learning goals

Practicing strategic thinking
Learning to face failures and disappointments
Practicing time management
Practicing decision making
Practicing logical reasoning to understand and interpret information in different forms
Practising to understand visual concepts and shapes and observe their qualities
Practicing memorizing skills
Practicing fine motor skills
Practicing categorization and classification
Practising visual recognition
Practicing persistent working
Developing problem solving skills
Understanding and interpreting of matrices and diagrams
Practicing letters, alphabets and written language
Practicing to notice causal connections
Learning to build information on top of previously learned
Encouraging to build new information and visions
Learning the basics of spelling
Learning to notice causal connections

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation