Aprender es modificar o adquirir nuevas habilidades, destrezas, conocimientos, conductas y valores mediante la experimentación, el estudio, la observación, el razonamiento o la instrucción. Múltiples y variados juegos disponibles hoy en día, desde los más clásicos hasta los más innovadores, pueden ser grandes herramientas para construir una variedad de aprendizajes: lectoescritura, matemáticas, razonamiento y resolución de problemas, etc. aportando motivación e interés a los jugadores. Más allá de la estimulación de las inteligencias múltiples, fomentaremos la autoestima, incentivaremos la cooperación y el trabajo en equipo y mejoraremos el comportamiento y la actitud, entre otros muchos aspectos.
No account yet?
Create an AccountSoft ball of pleasant touch that encourages to be pressed. When pressure is exerted on it, all the soft bubbles appear through the net generating a feeling of relaxation or anti-stress effect. Therefore, it is a very interesting object to be used in treatments to control harmful habits (digital suction, onychophagia, etc.) as a compensatory, distraction, relaxation, etc. element.
Sensory, stimulates touch, fine motor skills and always recovers its shape!
https://logopedicum.com/wp-content/uploads/2020/04/pelota-antiestres-247x223.jpg 4.72 instock Harmful habits and generalizationLEARNINGSMotor skillsOROFACIAL MYOLOGYPhysical disabilitySPECIAL EDUCATIONAL NEEDS 0 0.00 0 https://logopedicum.com/wp-content/uploads/2020/04/pelota-antiestres-247x223.jpg 24406823230725060323281748191 4.72 3.90 0.00 0.00 2020-04-21T16:11:20+02:00Detective game to discuss everyday conflicts that occur in 4 different contexts: home, school, park, city. On one side of the card we find the situation to be analyzed and described and on the other side, the magnifying glass will allow us to detect a possible solution through the expression and management of feelings of the characters. The "magic" effect of the magnifying glass makes this game very dynamic and entertaining while promoting empathy.
Detective game to discuss everyday conflicts that occur in 4 different contexts: home, school, park, city. On one side of the card we find the situation to be analyzed and described and on the other side, the magnifying glass will allow us to detect a possible solution through the expression and management of feelings of the characters. The "magic" effect of the magnifying glass makes this game very dynamic and entertaining while promoting empathy.