LÜK educational games help school children with their work at grades 1 to 7. LÜK can not all only make up for shortcomings but also develop children’s talents at an early stage. The learning and development programme is the first choice here.
LÜK is in line with current syllabuses for individualised learning, it is well suited to a weekly time table, for computer based learning, for remedial classes and for learning at home. It’s a great incentive for children to learn independently.
These are in short the advantages of LÜK
The LÜK controller is suitable for all LÜK (24) exercises.
large variety of exercises
results can be checked by the child
enables structured learning
coloured illustrations make it easier to work
attractive educational games – in line with teaching syllabuses and versatile.
broad spectrum of subjects from reading and writing to arithmetic, English, concentration exercises, History and Geography.
How to play:
Open your LÜK controller and put the 24 tiles in sequence on the plain lid . Now you can see both on the tiles as well as on the bottom of the controller the numbers 1 to 24.
Now take the tile with the number 1 out of the controller and start on exercise 1 of your booklet.
Put tile No. 1 on the solution square with that number at the bottom of the control unit . The number of the tile must show up on top . Continue this way until all the 24 tiles are placed in the controller.
Close the controller, turn it around and open it again from the other side. If the solution pattern created is identical with that shown in your booklet with the exercise sequence you have finished the exercises correctly.
If some tiles don’t match up with the given solution pattern you haven’t done the exercises correctly. Turn those tiles around, close the controller, turn it upside down again and open it. Now you can see which exercises have not been done correctly.
Take those tiles out and try again until the solution pattern fits correctly.
The system is the same for all exercises. The LÜK tiles from the controller correspond to the red numbers of the exercises in the booklet just as the black numbers behind the solutions correspond to the squares of the controller..