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Learning goals

What is Think!Think!?

A gamified application for developing young children's intellectual skills and problem-solving abilities.

Think!Think! is a free educational app filled with bite-sized mini games to assist children in the development of their intellectual skills and problem-solving abilities. It features short, timed puzzles that sharpen the players’ lateral thinking and spatial reasoning skills, giving them an engaging and enjoyable gaming experience at the same time.


CompanyBusiness Name: WonderLab
HQ Location: Japan
Founded: 2014
Age Range0-4, 5-7, 8-10
FeaturesMini-gamesCritical ThinkingSteam GamesK-12 EducationPuzzles
LanguagesChinese, English, Japanese
RequirementsInternet - Low BandwidthInternet - High BandwidthMobile - iPhoneMobile - iPadMobile - Android
TrainingLive OnlineDocumentation
Home LearningParent Access

Anyone can create the account.

TagsSTEAMSTEMChildrenK-12critical thinkingMathGamesSciencePuzzlesApp21st Century Skills

Think!Think! Pricing

Pricing Plans

Free Version

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Certified by Education Alliance Finland

EAF Evaluation is an academically-backed approach to evaluating the pedagogical design of a product. EAF evaluators assess the product using criteria that covers the most essential pedagogical aspects in the learning experience.
Learning is based fully on interactive problem solving with virtual manipulative tasks, requiring active engagement to progress.
Success is based on the ability to adopt the knowledge that the solution delivers. The solution provides motivational material in order to engage the user’s interest on the topic.
The approach is relatively linear, but allows users to choose freely from different activity types.
The progression is fully individualized, but users are encouraged to share learning outcomes, which brings a social element into the learning experience.

Learning goals

Certified by Education Alliance Finland

The supported learning goals are identified by mapping the product against the selected reference curriculum and soft skills definitions most relevant for the 21st century.

  • Using technology as a part of explorative and creative process
  • Recognise 3-D shapes in different orientations and describe them
  • Complete a simple symmetric figure with respect to a specific line of symmetry
  • Recognise angles as a property of shape or a description of a turn
  • Learning to find the joy of learning and new challenges
  • Developing problem solving skills
  • Practicing to notice causal connections
  • Learning to acquire, modify and produce information in different forms
  • Practising to understand visual concepts and shapes and observe their qualities
  • Practicing logical reasoning to understand and interpret information in different forms
  • Practicing logical reasoning, algorithms and programming through making
  • Using technology resources for problem solving
  • Encouraging the growth of positive self-image
  • Learning to combine information to find new innovations
  • Learning to build information on top of previously learned
  • Practicing to notice causal connections
  • Describe position, direction and movement, including whole, half, quarter and three- quarter turns
  • Identify horizontal and vertical lines and pairs of perpendicular and parallel lines
  • Order and arrange combinations of mathematical objects in patterns and sequences
  • Practicing categorization and classification
  • Practising visual recognition
  • Practicing to improvise
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Last updated 3rd December 2022
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