Apps
Think!Think!
Develop a love for critical thinking
Think!Think! is an educational app designed to cultivate critical thinking and noncognitive skills by using puzzles, mazes, shapes, and more. Designed to grow your natural thinking skills and maintain motivation. Created by a team that produces high-quality content for the The International Mathmatical Olympiad (IMO) and the Global Math Challenge. Receiving high praise with over 2.5 million users and winning multiple awards including Google’s App Award and the Kids Design Award.
Think!Think!
School Edition
We have developed Think!Think! School Edition for use in educational organizations including public education and after-school programs.
Think!Think!
Enterprise Edition
Think!Think! Enterprise Edition is available for commercial facilities and other businesses.
Currently available only in Japan
WonderBox
Packed with excitement. Learn at your pace.
WonderBox is a new type of monthly subscription-based educational service. It combines a box of activities delivered to your mailbox and comes with exclusive digital content for the devices. WonderBox covers STEAM subjects in a cross-sectional manner. Monthly, it delivers 10 different content including programming, art, puzzles, and more. With the variety of content, children can choose where to start based on their interests. WonderBox helps develop critical thinking skills, creativity, and sensitivity so children can overflow with wonder in their daily life.
Currently available only in Japan
Ultimate Spatial Recognition“Cross-sectional view”
An app to master the realm of ‘cutting solids.‘ A frequent appearance in Junior High School entrance exams, ‘cutting solids‘ requires a high level of imaginative skill and spatial reasoning ability. This revolutionary app was ingeniously crafted so everyone could master it.
Currently available only in Japan
Ultimate Spatial Recognition“Development view”
It’s not easy putting together a 3D object using your head and calculating the area just from its net. This app makes it simple by breaking shapes into six pieces and displaying a visual picture. By using this app, you’ll be able to put together a 3D shape from its net by using your imaginative skills.
YAKUSU
An original game by Wonderfy Inc., for upper grades of elementary school, designed to intuitively grasp computational sense. While playing, children will not only pick up multiplication and division but also numerical decomposition skills.
Collaborative works
Leveraging our knowledge in early childhood education and content creation, we sponsor and oversee content for children’s magazines, educational videos and educational toys.
Past
projects
Quizzes and programming content originates from the publisher, Shogakukan's "1st Grade" series.
Pokemon Kids TV, provided the original draft content to develop thinking power for Pokemon’s official Youtube Channel.
Newton’s Apple (Hanayama Logical Newton Series), oversaw the production of content.
Publications
We produce Amazon's best-selling series “Nazope,” an arithmetic and brain puzzle collection with over 700,000 copies issued. We produce and oversee the education and brain training series which contains collections of problems and drills.
Classes
Wonderfy hosts a class in Tokyo for six- to seven-year-olds. The weekly class focuses on bringing out children’s ‘sense of wonder’. Our classes draw out children’s ‘sense of wonder’ naturally by utilizing the STEAM educational approach, which has gained attention in recent years. Our classes use a variety of materials including apps (thinking ability, programming, art, etc.), videos, worksheets, board games, and creative work.
All content is carefully crafted by our professional team. For each class, we always introduce new and original materials to bring fresh content for children to boost their intellectual stimulation.
A toybox full of original materials that create a
‘sense of wonder’
This class is led by our CEO, Kei Kawashima. Additionally, content creators, including engineers and designers always participate in classes to get to know and understand the children on a deeper level to make an impact on the children personally and simultaneously use the experience to improve teaching materials.
Our content, WonderBox and Think!Think! were both born from this class. For us, what we believe decides ‘good teaching material’ is asking ourselves the question, is the child directly in front of us excited and totally absorbed?