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da Vinci’s Room
Inspiring Creativeness by way of Play and Creativity

At da Vinci’s Room, we consider within the energy of play to encourage, educate, and join. From our revolutionary toys that spark curiosity to our participating video games that unite households and pals, we’re on a mission to convey pleasure to each age. With a various vary of merchandise spanning children’ video games, grownup leisure, academic video games, and distinctive off-the-wall toys, we’re devoted to enriching lives by way of laughter and studying.
How did we get our begin?
Our small household run enterprise began in 2015 with the launch of our first card recreation. Very similar to the unique renaissance man himself, Leonardo da Vinci, did not restrict himself to 1 subject of research. We need to encourage children and adults alike with all kinds of enjoyable and provoking video games and toys that cross genres.
What makes our merchandise distinctive?
Whether or not we’re making an attempt to assist a child be taught an academic idea or simply making an attempt to get you to snicker, enjoyable is baked in to how we do issues when designing new merchandise.
Based mostly on the ABCD Mannequin of Cognitive Behavioral Remedy: Youngsters work to establish what triggers their feelings, analyze the beliefs they’ve about these conditions, discover their reactions and search for methods to alter their thought patterns.
Tackling 5 Feelings: The sport works by way of 5 sturdy feelings – anger, unhappiness, fear, worry and jealousy. Gamers reply query prompts about completely different feelings and conditions as they play the playing cards
Easy to play: 2-4 Gamers take turns constructing every colour pile. Semi-cooperative play means if somebody can’t assist their very own piles, they assist another person’s pile. Serving to construct social abilities together with engaged on feelings.
For Dad and mom and Professionals: Lecturers can play Do not Go Bananas with small teams of youngsters within the classroom or dad and mom can play with their children at house. Adults taking part in alongside will help children see first hand optimistic methods to course of feelings and really feel extra comfy giving their very own solutions
2-4 Gamers Ages 6-12: Quite a lot of questions makes this recreation versatile for a bigger age group. Extra thought upsetting questions will be added or eliminated for simpler or harder gameplay
Clients say
Clients discover the sport enjoyable and efficient for serving to youngsters find out about managing feelings and self-regulation. Furthermore, they recognize its performance and attention-grabbing design. Nevertheless, the convenience of use receives blended suggestions, with some discovering it simple whereas others battle with the directions. Moreover, the cardboard dimension can be blended, with a number of clients noting there aren’t many playing cards accessible.



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