Jules Ventures partners with Nogle to develop an educative game that promotes and teaches players to use Computational Thinking skills through puzzles and challenges presented in a game.
The main target audience of School of Fish is preschoolers at the age of 5-6 years old. Most of which by population statistics will be either in kindergartens or child care centers.
Computational Thinking is a system of understanding and solving problems in a logical way that people and computers can understand. It is the ability to integrate human creativity and insight with machine computing power. By learning Computational Thinking through games, children can: 1) Recognize patterns (Pattern Recognition); 2) Break problems down into smaller parts (Decomposition); 3) Apply a sequential solution (Algorithmic Thinking); and 4) Re-apply this thought process to other similar problems (Abstraction), in a fun and engaging way.
Computational Thinking merges the creativity of the human mind with the processing power of computers and is best learnt from young learners aged 5 onwards. It will allow children to take a complex problem, understand what the problem is and develop possible solutions. These are critical skills for the future.
A cartoon avatar called “Doodle” acts as a teacher to guide children through the curriculum in a fun and engaging manner, while the actual teacher in the classroom during the lesson assists in facilitating offline activities that are incorporated into the curriculum.