READY TO USE 45-MINUTE TEACHING MATERIALSInteractive educational tools

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CONSTRUCTIVE PEDAGOGY FOR AGES 3-12What is the Smartsandbox?

Learning through playing
The projector of the Smartsandbox transforms the surface into a colorful, three-dimensional magical world for children, aiding in visual understanding and practical thinking development. It can be controlled simply through buttons on the sandbox and the tablet provided with the Smartsandbox.
Teacher-centered approach
The Smartsandbox takes into account the most common issues faced by educators, such as sustaining long-term attention in the classroom, lack of STEM-focused ready-made teaching materials, teachers' reservations towards interactive tools, and minimizing difficulties in usage.
Kibővített valóság homokozó
Interactive operation
The uniqueness of the Smartsandbox lies in the projected, colorful, lifelike image that is brought to life on the sand using the built-in computer and depth sensor with the help of a projector. The Smartsandbox comes with 26 built-in educational and entertaining programs, and it can also project any image related to the teaching material.
Versatile usage
The Smartsandbox supports students in visual understanding, faster learning, grasping practical concepts, and encourages question-based teaching and experiential learning. We offer 4 models that vary in size and functionality, to provide the most optimal choice based on age group and class size.

EXPERIENTIAL PEDAGOGYBenefits for teachers

LEARNING THROUGH PLAYINGFrom nursery to high school

For toddlers and preschoolers
According to experts, it is beneficial to start STEM education from a very young age. With the Smart Sandbox, children can explore the world up close, for example, learn about garden plants and domestic animals. Scientific approaches, such as logical thinking, can be introduced almost unnoticed. Children find it easier to remember visual experiences, and their observation skills develop while studying connections, for example, between topography and the movement of water.
Motivation and inspiration
Children can discover problem-solving in practice, make observations, and learn about connections between their environment and the natural sciences with the help of educators. Studies show that students perform better in open-ended questions, which gives them a sense of achievement, positively impacts their self-confidence, and motivates them to actively participate in classes.
High quality
All our models meet European quality standards and have received the Kids Design Award in Japan. Our products come with a 36-month warranty, comprehensive technical support, documentation, and are made with high-quality materials. Each package includes the sandbox, control unit, projector, sensor, a tablet for control, and necessary guidelines.
STEM subjects in focus
We have designed the Smartsandbox's games to cover a wide range of scientific subjects, with a particular emphasis on environmental protection and natural science. Our 45-minute ready-made lesson plans are tailored for students in grades 1 to 7, using the games as inspiration for creating your own teaching materials.
Creative development
The Smartsandbox can also be used in STEAM education, supporting art as well. Some of its programs are designed specifically for artistic creation, helping develop imagination, symbolic representation, visualization, fine motor skills, and perspective. Due to these features, it is also successfully used in rehabilitation.
Our interactive game can also be successfully used in the development of children with special educational needs. In addition to their fine motor skills, the games can be used to expand their basic knowledge, such as numbers and colors.

INTUITIVE CONTROLSimple usage

Display panel
The Smartsandbox models come with a built-in display and control buttons. The display allows navigation between game modules using buttons and starting the desired program with a press. Most games can be played fully without a tablet.
Tablet control
Teachers can fully control the games with the tablet provided with the Smartsandbox, switch between programs, and modify parameters for educational games. The Smartsandbox's display and the tablet control program are easy to use.

3 STEAM FOCUSED READY-MADE LESSON PLANSSmartsandbox Classroom

interactive educational games
learning interactive games
interactive classroom activities
WHAT IS THE CLASSROOM?

A virtual space where you can find 3 pre-made lesson plan outlines for the Smartsandbox’s games. The purpose of these outlines is to introduce educators to the possibilities of teaching with the Smartsandbox, providing them with ideas and inspiration to design their own lessons.

FOR 1-7. GRADERS

The Classroom’s teaching materials were mainly designed for subjects related to environmental protection and natural science, such as the solar system, photosynthesis, and the internal and external forces of the Earth. They can also be used for teaching the basics of foreign languages (colors, shapes, plants, animals, seasons, etc.). The lesson plans have been compiled to correspond to the level of students in grades 1 to 7.

MAIN ASPECTS

The lessons place a strong emphasis on practical experiential learning for children, aiming to recognize the connections between various sciences and real-life experiences. The curriculum is developed based on the STEM approach, fostering critical thinking, hypothesis formulation, modeling, and problem-solving. We also consider social and emotional learning important, which students can practice through communication and teamwork.

COMPARE DIMENSIONS, WEIGHT AND FEATURESModels for every need

Mini

Standard

Special

NUMBER OF PLAYERS
(max.)

7

10

3

DIMENSIONS (cm)
(height x length x width)

215 × 116 × 99

236× 153 × 115

275 × 153× 115

WEIGHT (kg)
(without sand)

90

113

115

PLAY AREA DIMENSIONS (cm)
(length x width x depth)

110 x 75 x 18

153 x 96 x 18

153 x 96 x 18

PLAY AREA (m2)

0.92

1.37

1.54

SAND (kg)
recommended quantity

150

220

240

CONTROL

built-in display with buttons
tablet

built-in display with buttons
tablet

built-in display with buttons
tablet

ENGLISH LANGUAGE
interface and programs

yes

yes

yes

REVIEWS FROM KIDERGARTENS, PLAYHOUSESReviews around the world

  • Extracurricular classes
  • Sustainable interest
  • Special educational needs

In this Russian kindergarten, the Smartsandbox is just one of the developmental toys, but educators and psychologists quickly noticed its success during the sessions. So much so that six months after purchasing the Smartsandbox, they started offering paid separate classes using it, which were eagerly welcomed by both parents and children. The cost of the Smartsandbox was recouped within 18 months of afternoon sessions.

Nowadays, it is very challenging to keep children engaged as their days are spent amid media noise and gadgets in a fast-paced and distracting world. However, the little residents of this Tomsk kindergarten eagerly await their time with the Smartsandbox. Besides education, the sandbox has various positive effects. It helps educators achieve their educational goals, as children absorb information more quickly and effectively through visual stimulation while developing their cognitive and motor skills. The aim of an educational institution is to help children grow, feel good about themselves, and be safe. The Smartsandbox is a tool that children happily talk about even at home, and parents come to see it as well.

Based on the report of Alexandra, the Russian kindergarten psychologist, we can follow the changes observed over the two years since the purchase of the Smartsandbox. When it arrived, they didn’t understand what it was for, but the educators tried out all the games and introduced the children to the world of the Smartsandbox. Now even the adults can’t get enough of the games. The positive impact of the smart sandbox was most noticeable among children with special needs, who exhibited calmer and more balanced behavior after the sessions.

BY YOUR INQUIRYContact

Contact us

Showroom
9022 Győr, Czuczor str. 13.
View Standard Smartsandbox
By appointment.
Personal Presentation
Appearance at exhibitions and conferences by appointment.
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