Delivering a new experience of intellectual education x store to families in Kashiwa
- The following is content from the press release -
(Head Office: Tokyo; Representative Director: Kei Kawashima; "WonderPhi") will introduce the enterprise version of ThinkSync at the baby/kids floor of the Takashimaya Kashiwa Store starting September 13, 2023. The large touch panel installed in the store allows users to challenge themselves with educational content that fosters the ability to think. This will be the first time the enterprise version of Think Think has been installed in a department store.
What is Enterprise Edition ThinkThink?
Visitors can challenge themselves with free educational contents on the displays installed in the stores. The content includes carefully selected questions that are very popular with children from the "Think Think" educational application, which enables children to enjoy learning the five areas (spatial cognition, planar cognition, trial and error, logic, and numerical processing) that form the foundation for developing their thinking skills.
The intuitive rules and game-like play make it fun for both children and the whole family, and since each game takes only three minutes to complete, it's perfect for those "just a minute, please wait a minute" moments between shopping trips.
The enterprise version of Think Think has already been introduced at Japan's largest sporting goods store, Alpen. By contributing to the satisfaction of parents by providing a play and learn experience, the program has gradually expanded from the initial 10 stores where it was first introduced, and is now being enjoyed by 41 stores nationwide.
Background of Enterprise version of ThinkThink (comment from a person in charge at Takashimaya)
About WonderPhi Inc.
WonderPhi is a company that provides educational materials and services to bring out the "intellectual excitement" in children around the world, operating "Wonderbox," a new correspondence course for STEAM education, and "Think Think Think," an application for fostering thinking skills that has been enjoyed by 2.5 million children in 150 countries. The company is a pioneer in STEAM and thinking skills educational materials, having produced and supervised many problems for international math competitions.
In November 2018, the company won the top prize at the Japan preliminary round of the Global EdTech Startup Awards (GESA), the world's largest education venture competition.In 2017 and 2019, "Think" won the Google Play Awards in the Kids and Social Impact categories. Think" was selected as one of the top 5 in the world. We have also exhibited and spoken at SXSW EDU and other global educational forums as a representative of Japan.
The enterprise version of Think Think can be used at commercial facilities, restaurants, medical institutions, etc., where families visit, to "motivate customers to visit" and "ensure time spent in the store".
Public Relations: Ikeda, Nagahata
E-mail address: (Japanese only) pr@wonderfy.inc
<Past Projects
We provide "Enterprise Version Think Think" to retail, real estate, and leisure companies that have places for parents and children to gather. Major sporting goods company Alpen introduced the system in 39 stores nationwide (*1).
Provide "School Version Think Think" for educational institutions (*2)
Supervision of the game "Dora Think" in collaboration with Doraemon (*3)
Supervision of educational videos for Pokemon Inc. for the global market (*4)
Co-management of educational x sports events for the professional soccer team "Montedio Yamagata" (*5)
On December 14, 2022, the company name was changed from WonderLab to WonderPhi Inc.(*6).
Official website of Wonderfi Corporation: https://wonderfy.inc/
(*1) https://prtimes.jp/main/html/rd/p/000000102.000012970.html
(*2) https://think.wonderfy.inc/school/
(*3) https://think.wonderfy.inc/news/20221117.html
(*4) https://prtimes.jp/main/html/rd/p/000000094.000012970.html
(*5) https://prtimes.jp/main/html/rd/p/000000106.000012970.html
(*6) https://prtimes.jp/main/html/rd/p/000000091.000012970.html
About the educational application "Think Think
Think Think is an educational application based on WonderPhi's mission "to bring out the intellectual excitement that children around the world inherently possess.
The app was launched in 2016 on various app stores as a fun and comprehensive way to learn the five areas (spatial cognition, planar cognition, trial-and-error, logic, and numerical processing) that form the foundation for developing thinking skills, and by March 2023, the total number of users had surpassed 2.5 million.
It has received high acclaim both in Japan and abroad, including an App Award from Google and a Kids Design Award, and is loved by children in 150 countries around the world, transcending language barriers.
In addition, a demonstration experiment conducted in Cambodia with the full cooperation of the Cambodian government, the Japan International Cooperation Agency (JICA), and Makiko Nakamuro's laboratory at Keio University has confirmed that ThinkThink has a significant effect on academic performance and IQ. (*3)(*4)
<Previous Awards
Finalist, Google Play Awards 2017 "Best App for Kids" category
Finalist, Google Play Awards 2019, "Best Social Impact" category
Google Best of 2017
Japan e-Learning Awards EdTech Special Prize
The 13th Kids Design Award
(*3) https://prtimes.jp/main/html/rd/p/000000044.000012970.html
(*4) https://prtimes.jp/main/html/rd/p/000000020.000012970.html
Think Think's official website: https://think.wonderfy.inc/
About Wonderbox
Launched in April 2020, Wonder Box is a distance learning service in the STEAM domain* that fosters children's "ability to think, creativity, and motivation" at home through a combination of digital and analog methods (target age range: 4-10 years old).
Playful educational materials such as programming, art, board games, and puzzles help children cultivate basic skills in the STEAM education area that will be required in the future. The product has received numerous awards, including the Kids Design Award, the Good Design Award, and the Parenting Award. It has received high acclaim for its design and quality as educational materials.
(*)STEAM education is an acronym for Science, Technology, Engineering, Art, and Mathematics, and refers to the educational domain of science and art. It is a concept that has been advocated in educational policy in Europe and the United States, and has recently been emphasized in educational reform in Japan.
Wonder Box official website: https://box.wonderlabedu.com/