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Typefish is now activatable as a learning game!

The Typefish learning game motivates children while practising touch typing and can be activated by teachers for their class.

Some children are motivated by rewards and play. For this reason Typewriter now offers the “Typefish” learning game as a new feature, which the teacher can activate for the class …

The basic idea of the game

  • The player takes the role of a fish. The goal is to catch as much falling food as possible by typing the corresponding word correctly.
  • If you make a typing error, the word in question drops down a bigger jolt.
  • As soon as the word is typed, the fish swims toward it to fetch the food. You can already type the next word even before the fish has reached the food.
  • If the fish touches the crab, it loses one of three lives. So avoid getting too close to the crab.
  • If food lands on the ground, the crab eats it and grows, covering more and more of the playing field.
  • The program is tuned so that a game takes about 2 minutes.

Integration in Typewriter

Teachers can activate the game under the menu “Settings”. Once learners have reached lesson 10, they earn two free plays for each lesson successfully completed; they can use these at any time.

Typing errors that disturb the automation process are very unfavourable for learning success. The game is therefore designed so that slow but correct typing is most likely to succeed. The words written are pulled individually from the learner’s most recently completed practice lesson.

There is no doubt that touch typing is best learned through motivated practice work, which is explained in detail in the guide on the didactics of touch typing. Since this is a game, don’t forget that the main, goal-oriented learning happens in the normal practice mode.

Happy to answer questions and suggestions! All the best!

Want to learn more about the didactics of touch typing?

Take a look at our online course on touch typing.

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