“Play is the beginning of all learning”
Fun, Pleasure, Joy
Jigsaw believes that learning takes place best in an atmosphere of fun, pleasure and joy. Therefore, all the games and other products are designed to stimulate these emotions. Anything that is not pleasurable, is by definition, not a game or a toy and so Jigsaw is not interested in it. Jigsaw not only believes that enjoyment is a prelude to learning, but also that enjoyment is worthwhile in itself apart from its educational benefits. Fun, pleasure and joy are important human experiences which add to the quality of living. Hence Jigsaw is happy to produce games that are simply fun to play and have no further serious intent.
Learning
But children need avenues to express and develop their intelligence, creativity and imagination – to learn basic skills such as reading and spelling; to learn to relate effectively with others, have fun with them, co-operate and compete with them – activities which allow them to express their emotional needs. Games can make a significant contribution to children’s development in all these areas.
Good Games and Bad Games
Many games which are currently sold, limit or thwart these desirable educational goals. Instead of encouraging the child’s initiative, providing alternatives between which the child can choose, allowing scope for an imaginative contribution on the child’s part, they provide a set of routine, predetermined, programmed alternatives.
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Bad Games
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Good Games
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Few real alternatives
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More alternatives
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Routine and repetitive
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Novel and varied
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Single purpose
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Multipurpose
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An example to illustrate the differences:
Colouring Books – most colouring books provide complete, representational pictures of cows, flowers, etc which the children colour in, often following instructions as to which colours to use where. The Jigsaw Colouring Book provides a few lines on each page which are designed to stimulate the child’s imagination. The final pictures will vary widely according to the child involved.
Self-Directed Activity
Many educational games have been developed by others for school use and often demand the presence of a teacher to be used effectively in schools and make an important contribution to learning. Jigsaw games, however, emphasise self-directed activity. Jigsaw believes that where possible it is desirable to learn to take the initiative in directing their own learning.
Developmental Stages
Children’s needs vary a great deal from one stage of development to another. To be fun and to be educational, games must relate to the needs of particular developmental stages. Most games are devised with little real study of the needs of particular age groups. Jigsaw places a strong emphasis on research and development to ensure that games really do relate to various stages and give the maximum pleasure and learning possible. Consequently, it uses educational consultants and employs trained teachers to advise on children’s needs, to develop games by testing them extensively before marketing them. Most games firms are essentially marketing firms with very limited research and development sections. Their aim is simply to maximise profits even if it means unloading thousands of stultifying and joyless games on children.
Good Design
Because Jigsaw is concerned with enhancing the quality of living, our designers ensure that all products exemplify principles of good design. Good design means clear bright colours which convey a happy feeling, simple logical and well-balanced forms which contribute to the function of the object rather than distracting from it; sturdy materials which can withstand the onslaught of real children.
Profits
Jigsaw is in business to make a profit. It is however, committed to other objectives as well, and is not prepared to sacrifice its other objectives in the search for a ‘fast buck’. Its basic aim is to market well designed, fun and instructional games, toys, etc at realistic and competitive prices and to make enough profit to continue in the business.