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Mind Tower

Lessons · Piko

Learn with Piko

Every unit on Mind Tower works the same way: first a short lesson Piko reads aloud, then the games, then three small questions. Answer them and the unit's treasure chest opens.

  1. 1Learn
  2. 2Play
  3. 3Show

Little stars Ages 3–5

  1. Unit 1 · 5 games

    Sharp eyes

    Read the lesson
    1. To find pairs, remember where each picture is. A pair is two pictures that are exactly the same.
    2. A shadow has the same shape, but it is all dark. Which dark shape is the apple's shadow?
    3. One of these does not match the others. Look at the colours. Which one is different?
    4. Spot the difference: look at one thing on the left, then find it on the right. Is it the same?
    The three questions
    1. Which two pictures are a pair? (answer: (picture))
    2. Which one is the star's shadow? (answer: (picture))
    3. Which one is not a fruit? (answer: (picture))
  2. Unit 2 · 5 games

    Find the way

    Read the lesson
    1. In a maze, follow the path with your finger. If you reach a wall, go back and try another way.
    2. Arrows tell a robot where to go. Right, right, up: the robot reaches the star!
    3. Watch the order, then copy it: red, blue, yellow.
    4. Puzzle pieces fit together like a picture. Turn and slide each piece until it fits its shadow.
    The three questions
    1. Which arrow points up? (answer: (picture))
    2. The robot must go right. Which arrow do you need? (answer: (picture))
    3. Red, blue, yellow. Which colour came after blue? (answer: (picture))

Explorers Ages 6–8

  1. Unit 1 · 5 games

    Memory power

    Read the lesson
    1. A memory trick: say each card's name out loud. Your ears help your eyes remember.
    2. Long sequences are easier in little pieces: red-blue, then yellow-green. Two small pieces, not four things!
    3. When shadows look alike, check the small parts: a stem, a tail, an ear. Which shadow is the pear's?
    4. Three of these live in the sea. Which one doesn't belong? A good thinker always says why.
    The three questions
    1. Which one does not belong with the others? (answer: (picture))
    2. What is a good trick for remembering cards? (answer: Say their names out loud)
    3. Which shadow belongs to the butterfly? (answer: (picture))
  2. Unit 2 · 6 games

    Logic lab

    Read the lesson
    1. In shape sudoku, every row and every column has each shape once. This row has a circle, a star and a heart. What's missing?
    2. Before you press Run, walk the route in your head: forward, forward, turn right, forward.
    3. In Star Switch, one tap changes a star and its neighbours: the stars above, below, left and right.
    4. In a slide puzzle, finish the top row first. Then the rest gets much easier.
    The three questions
    1. A row of four already has a circle, a square and a star. Which shape completes it? (answer: (picture))
    2. In Star Switch, which stars change when you tap the middle one? (answer: (picture))
    3. Which part of a slide puzzle should you finish first? (answer: The top row)

Captains Ages 9–10

  1. Unit 1 · 5 games

    Super thinker

    Read the lesson
    1. Think like a scientist: sort things by what they can do. A boat floats, a balloon flies, a ball rolls.
    2. When a picture is big, split it into parts and search one part at a time. Then nothing is missed.
    3. To echo backwards, say the sequence in your head, then start from the end: green, yellow, blue, red.
    4. All four can fly. But three are birds with feathers; the bee is an insect with six legs. A good thinker looks past the easy answer.
    The three questions
    1. Which one floats on water and is not alive? (answer: (picture))
    2. Echo backwards: the sequence was red, blue, green. What do you tap first? (answer: (picture))
    3. An eagle, a sparrow, an owl and a bat can all fly. Which one is different, and why? (answer: The bat: it is a mammal, not a bird)
  2. Unit 2 · 5 games

    Grid masters

    Read the lesson
    1. A 6 × 6 sudoku has boxes too: each box of six squares also has every shape once. Look for the row, column or box with only one gap.
    2. Tapping a star twice is the same as not tapping it. So each star needs no tap or one tap, and the order never matters.
    3. With fifteen tiles: first the top row, then the left column. Then a smaller puzzle is left, and you solve it the same way.
    4. Not sure? Ask the opposite question: where can this shape NOT go? Cross those squares out, and often only one is left.
    The three questions
    1. In a 6 × 6 sudoku, how many times does each shape appear in one box? (answer: 1)
    2. In Star Switch you tap the same star twice. What happens? (answer: It's as if you never tapped it)
    3. In a fifteen-tile puzzle, what do you finish after the top row? (answer: The left column)
  3. Unit 3 · 5 games

    Code captain

    Read the lesson
    1. A program is a list of steps the robot follows exactly. Plan the whole route, stars and all, before you press Run.
    2. When steps repeat, use a loop. Forward, forward, forward, forward is the same as: repeat four times, forward.
    3. In a big maze, trace the path with your eyes first. If you're stuck, start from the end: sometimes the way back is easier to see.
    4. Tangram tip: place the two biggest triangles first. The small pieces fill the gaps last.
    The three questions
    1. Which program does the same as ↑ ↑ ↑ ↑, but is shorter? (answer: Repeat 4 × ↑)
    2. Which tangram piece should you place first? (answer: (picture))
    3. The robot must go right three times, then up once. Which program is right? (answer: → → → ↑)

7 lessons, 28 illustrated pages and 21 questions. Lessons are read aloud with your device's own voice; nothing is sent or saved.