Showing posts with label latest kids games. Show all posts
Showing posts with label latest kids games. Show all posts

Wednesday, September 21, 2016

Spelling Trainer game download

Spelling Trainer lets you test your spelling knowledge and learn new words in a fun and interesting way. Fill out the missing letters to complete each word. Each correct spelling will allow you to unlock higher levels and further challenge yourself. With tons of words to play, Spelling Trainer is guaranteed to engage those of all ages! Spelling Trainer is designed as an educational game for kids, but is enjoyable for everyone. With the easy to adjust difficulty settings one can master Spelling skills with ease. The spelling game educational app features soothing colors and interactive animations to make spelling even more fun and engaging. With the built in save functionality you will always be able to continue to save your progress and develop your spelling skills at any time. Spelling Trainer game has two different game modes that will help you improve your spelling. The game modes increase in difficulty depending on your progress within the game, so there is always challenging spellings to keep you engaged! Thousands of simple and complex words and with regular updates!!





Game Features

  •  Easy tap gameplay
  •  Range of words with varying levels of complexities
  •  Improves your spelling skills
  •  Learn new words
  •  Elegant colour themes


Download this FREE Game from Play Store, Windows Store & App Store

                                 

       


Pixotri game studio is committed in building engaging gameplay and delivering an amazing gaming experience to all of our customers.
Contact us for your mobile gaming requirements 

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Sunday, June 14, 2015

WWDC Puts Accessibility On The Radar For Developers

That’s Apple’s slogan for this year’s Worldwide Developers Conference (WWDC), and it resonates with me in a special way.

Event after event, Tim Cook makes a point to remind the audience that Apple’s ethos is to build best-of-breed products that change people’s lives. I believe Cook to be sincere for no other reason than the work the company does in supporting accessibility. In iOS and OS X. Apple has made good on their word to changing people’s lives by continually improving the tools that, quite literally, change the way a person with disabilities (such as myself) uses an iPhone and iPad.



But it isn’t only Apple who’s doing good. Third-party developers have a responsibility to incorporate accessibility into their apps as well, and that’s where WWDC comes in. Apple provides numerous resources to developers during the conference that help he or she ensure that their app(s) are as accessible as possible.

The accessibility presence at WWDC is deep and far-reaching; Apple does much to raise awareness of and advocate for the accessibility community. Apple this week granted me behind-the-scenes access to sessions, labs, and developer interviews at Moscone so as to tell WWDC’s accessibility story.

Sessions

Arguably the most important aspect of WWDC from a developer perspective are the sessions. This is where Apple engineers present information about APIs and demonstrate how developers can integrate them into their apps. As there are sessions dedicated to things like user interface design and privacy, so too are there ones for accessibility.

Sessions are helmed by a member of the respective platform’s Accessibility team. There are dedicated sessions for iOS, OS X, and new for 2015, Watch OS. In broad strokes, the accessibility sessions are about best practices for supporting accessibility. The presenter  focuses on an attribute of Accessibility like, say, VoiceOver, and demonstrate how to properly integrate it into an app, making it work with labels and images. Troubleshooting techniques and tips and tricks are also discussed.

The technical aspects of the sessions related to coding went largely over my head, but I did learn a few things that I didn’t know before. For instance, some UI mechanics of Apple Watch related to the digital crown and the Zoom feature, where a user can turn the crown to move line by line when reading text with Zoom turned on.

Framework Labs

As with the sessions, the Frameworks Labs are an integral part of a developer’s experience at WWDC. Here, developers can meet with Apple engineers to get help and ask questions about their app. Developers can demo their app to engineers, and get real-time feedback on what works and what doesn’t. Engineers are even able to look at and make suggestions for an app’s code so as to make it work as it should.

These Frameworks Labs extend to accessibility as well. Members of Apple’s Engineering and Accessibility QA teams are on hand to answer developers’ questions about supporting Accessibility. As well, there is opportunity for “accessibility audits,” where an engineer will sit down with a developer’s app and give feedback. It is during these times where an engineer will determine whether a feature such as VoiceOver is functionally properly, and give tips as needed.

Apple told me that press access to the labs was unprecedented, so I made sure to soak up every second of my time there. It was a bustling place, with people huddled at tables chattering about things like VoiceOver and Large Dynamic Type.

To me, the labs were one of the most exciting part of my visit. It seemed to me that the labs are where the action is at WWDC. Developers want to visit the labs because they’ve gone to sessions and want to implement accessibility (among other things) the right way.

The room was full of enthusiasm, which warmed my heart to see. As a person with disabilities, it’s thrilling for me to see others make concerted efforts to ensure that their apps are usable by all.

Interviews With Developers

I had an opportunity to speak with several developers, and my high-level take of our discussions is this: they care — deeply so.

What I mean by “care” is the developers I spoke to shared genuine feelings of empathy and a desire to change the world for the better for people like me. They want everyone with an iOS device and/or Apple Watch to enjoy their apps just as much as the fully-abled do.

Of the many developers I spoke with, there were three conversations that especially stood out.


First is the team behind the iOS automation app, Workflow. I’ve known about Workflow for a while and have it on my devices, but have mostly ignored it due to being intimidated by its power. Still, I jumped at the chance to sit down with Workflow’s three-person creative team: Ari Weinstein, Conrad Kramer, and Nick Frey.

In terms of accessibility, Workflow is noteworthy insofar that it’s the first app to win an Apple Design Award for accessibility. (Of note, Apple’s made the ADA ceremony available online. At the 35:00 mark is the Workflow demo, done by two Apple accessibility engineers who are blind.)

Weinstein and his team gave me a demo of their app, and explained to me that their focus, accessibility-wise, was on the visually impaired. Workflow uses VoiceOver to guide users in creating workflows by announcing selected actions and where they’re supposed to be placed in a sequence. It works very well.

Weinstein explained to me that the impetus for supporting VoiceOver was the comments he and his team received from the accessibility community. He said that many users with vision impairments were curious about Workflow and wanted to try it, and asked that the app be made accessible to them. Moreover, Weinstein stated that supporting accessibility felt like the right thing to do.

What strikes me about Workflow is not only its capability but that capability is available to the visually impaired. Here’s an app that can automate many tasks, which not only is convenient but practical. For many visually impaired users, getting directions home, for example, can potentially be cumbersome because of the visual strain required to orient one’s self to the Maps interface — e.g., find the correct buttons to tap, etc. Workflow lets you do this with just one tap.

I met with AssistiveWare founder & CEO, David Niemeijer, who demoed two of his company’s apps to me, Keedogo and Proloquo2Go.

Keedogo is a iPad keyboard designed for elementary-aged children, and has many accessible traits. (I wrote about Keedogo in more detail for MacStories last year.) Proloquo2go, also for iPad, is an app designed for non-verbal children, particularly those with autism. It’s based on the PECS system, a teaching methodology designed specifically for children with autism in order to facilitate expressive language.

It was obvious from speaking with David that he is invested in the welfare of those who use his products. He, too, wants to make a difference in the lives of people of all abilities and needs. Something David said that has stuck with me is the fact that the tools he builds are only possible because Apple built the developer frameworks in the first place. Apple’s tools, he said, are so good that it makes his job making stuff like Proloquo2go that much easier.

During Monday’s keynote, Apple showed a video featuring various developers and their apps, while also discussing the impact apps have had on the world and the iOS ecosystem.

I had a chance to sit down with one of the developers in the film, Raphael Augusto Silva. Silva is the co-founder and lead developer at the Ludwig Project.

His app, an iPad piano, stands out because he and his team wish to bring music to the hearing impaired. The idea, Silva told me, is that the hearing impaired can sense music through vibration. Tapping the keys on the iPad’s screen will register a tactile sensation on the attached wrist strap; the more taps, the more you feel. The concept is that the hearing impaired will be able to experience beats through this form of haptic feedback.

While imperfect right now, the concept is wonderfully ambitious. As someone who grew up with deaf parents, I am keenly aware of the uniqueness of the deaf community and the issues they face. Thus, Silva’s app is something I was immediately drawn to, and it was terrific talking with him.

Closing Thoughts

The comment from Cook about not always doing things for “the bloody ROI” feels not at all like an empty bromide.

My experiences at Moscone this week serves as further confirmation that Apple isn’t about lip service in this regard. While accessibility is and always will be somewhat of a niche, it’s wonderful to see Apple go to such lengths to prioritize accessibility.

We (the accessibility community) are on Apple’s radar, and, in my view at least, it feels great to be acknowledged.

Nintendo Reveals "Blastball" - A 3v3 Sci-fi Soccer Game



I'm probably going to rustle a lot of jimmies with this comment, but lets face it. Soccer (football) is boring. The field is too big, there is little action aside from running back and forth, and games are often decided by a single goal. It's not even uncommon for professional soccer to end in a 0-0 draw. You know what soccer needs? Lazers. Mechs. EXPLOSIONS! That's exactly what Nintendo is bringing in Blastball, a new 3DS titled revealed at the finale of its Nintendo World Championships pre-E3 event.




The game is a 3v3 multi-player first-person, er, shooter, where the players pilot mechs and shoot at a ball, attempting to guide it through the goal. Each time you score a goal, the goal itself shrinks, making it harder and harder to score successive points.

Of course, you can also simply attack the enemy mechs, which disables them for a short period of time. If the enemy has an open shot on your goal, you can even block it with your body, destroying your mech in the process but denying the goal. Check the game out in action in the video to the right.

Aesthetically, the game looks quite heavily inspired by Metroid, particularly the Prime trilogy... so it does seem strange that Nintendo wouldn't take advantage of the franchise name to sell the title.

All we know so far is that it will be released on the 3DS at some point in the future. Fingers crossed that it is actually some kind of demo or multi-player mode for a new Metroid 3DS title...

The Bubble Boy

Thursday, June 11, 2015

Revenue from Mobile Games are Lapping the 3DS and Playstation Vita

Revenue from Mobile Games are Lapping the 3DS and Playstation Vita

App Annie, the service that tracks downloads and rankings on the App Store, has released a new report showing how multiplayer games are important to mobile, but there's a really interesting little data point showing world wide spending in the first quarter of 2014 and 2015 among the App Store, Google Play, and handheld systems. Let's just say that the numbers don't look good for handhelds like the 3DS and Vita:




Oof. From the looks of it, iOS and Android separately have grown more year-over-year than what handheld system software sales are worth in their entirety. And that excludes the ad revenue being brought in to developers. Do you see how lucrative mobile is? There's more users, and far more money there. App Annie estimates 1.1 billion mobile devices being used for gaming, and while maybe users are spending less per user than dedicated systems, there's a lot of money to be made, potentially.

Another interesting takeaway from this report is that multiplayer games are rather lucrative; they are about 30% of all downloads, but about 60% of all spending, and both stats have grown year-over-year. However, this data includes pretty much anything with leaderboards, like Crossy Road [Free], which seems like a uselessly-expansive definition of 'multiplayer' so as to render it useless. Still, social features are useful for developers, it seems.


The Balloon Boy

The Balloon Boy - Free fun Game !!

A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
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