Kinems is a breakthrough system of movement-based interactive learning games.
    We are transforming special education by bringing movement therapies and academic learning together in one seamless solution.
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Tika Bubble
Age   4+
“Tika Bubble” is a picture card match game to pair items that are related, e.g. fruits and their colors, numbers and quantities, costumes and professions, etc. The child entering the world of a tribe, sees items captured into bubbles at the left and right sides of a totem. The child is asked to recognize the pairs of related items, grab the corresponding bubbles at each side of the totem and bang them simultaneously at the spikes which are at the center of the totem. This unique game helps a child to improve the eye-hand coordination for both sides of the upper body, which is an indication that both sides of the brain are communicating and sharing information with each other. The teacher/therapist can choose among libraries of related items thus aiming at visual perception and linguistic development.
Motor Planning
Let's start banging bubbles with both hands!
Age   4+
“RuniRoon” is an engaging runner game that helps a child understand visual and/or oral instructions and improve motor coordination. The child needs to control with his/her body the character (a raccoon) that runs along a path in order to collect the correct objects that will appear. By making side walking movements, the child will help the running raccoon to collect the objects and avoid obstacles or objects that look quite similar e.g. have the same shape but differ in color. When collecting the wrong objects, or hitting on obstacles, the child loses stamina and could even run out of lives. The teacher/therapist can configure the game settings according to the skills of each child by adjusting the velocity of the running raccoon, the duration of the game-play, etc. Moreover, the teacher/therapist can decide the category of the objects that need to be collected i.e. objects that will differ in shape and colors, objects which will be orientation signs as well as numbers which will be greater or lesser than a given one. The teacher can also select whether the visual messages will constantly appear on the screen or not, thus allowing the child to practice memory skills.
Motor Planning
Ready to run along the path for collecting as many correct object as you can?
Zoko Write
Age   4+
The "Zoko Write" game makes letter tracing fun and easy for young children. It is designed to help children learn how to recognize and write uppercase letters and/or numbers as well as improve their eye-hand coordination. Children are taught to trace a letter by helping a mole-rat (Zokor) to dig a route for collecting apples that will appear step by step according to the stroke order. Thus, the child is called to drag Zokor and carefully help it dig the trail for reaching an apple by the shortest undug path. Zokor has to avoid going to the edges of the field, because it will lose stamina while trying to dig. Also, if Zokor does not follow the shortest undug path for reaching an apple, it might get trapped. Therapists and/or teachers can ask a child to start practicing with straight letters, then curvy ones, and end with diagonals, traceable characters. Also, they could set time limits for each writing task. Ready to trace letters and numbers and help Zokor quickly collect as many apples as possible?
Motor Planning
Ready to trace letters and numbers and help Zokor quickly collect as many apples as possible?
Yeti Jump
Age   4+
In the game "Yeti Jump" the child is called to choose the correct image among two displaying images, in order to give an answer to an audiovisual question (e.g. the empty basket), that appears at the top of the stage. The child can move left or right on an ice trail, trying to place himself and jump under one of the two ice cubes that contain the images. The two images display objects that differ in terms of specific attributes (taller, longer, thicker, etc.) or in terms of quantity. The Yeti has to jump one, two, or three times (depends on the settings), in order to break the ice cubes and reveal the correct image. The teacher can choose among two content categories; comparison by attributes or comparison by quantities. He /She can also choose the number of jumps that the child needs to make (up to three), depending on the child’s abilities. This game is ideal for improving children’s critical thinking and mathematical vocabulary development related to concepts such as “big, small, short, tall”, etc., empowering attention to audio-visual stimuli and reinforcing visual-motor coordination, side walking and balance.
Motor Planning
Are you ready to help the Yeti find its path on the ice?
Sea Formuli
Age   5+
In the "Sea Formuli" game, a child is asked to discover the missing factor or operator in an equation relating three numbers. By making movements of both hands together, the child needs to drive the jellyfish with the correct number or operator into the empty basket thus filling-in the equation. This game promotes algebraic thinking. The teacher can choose whether the child will solve problems whether a number is missing from a specific operation with numbers within a given numeric range (e.g. addition with numbers 0-20 or the operant is missing) so that the child will be asked to identify how the three numbers are related. The teacher/therapist can also adjust the timer for the completion of the problem-solving task. This game fosters immersion in the game and engagement as students can see their real image in the game scenery. Also, the teacher can choose whether the child will make movements of both hands together thus promoting bilateral coordination or she will practice hand movement (with grab & move or time-delay) from the top to bottom thus strengthening concentration and high-low hand movement efficiency.
Math Skills
Are you ready to dive into the sea and drive the jellyfishes to the empty baskets?
Shape in Place
Age   4+
In the "Shape in Place" game, a child is asked to compose simple 2D shapes to form larger shapes and real-worldobjects by dragging a shape and dropping it at the appropriate slot. This coloured picture puzzle helps children expand their vocabulary and reinforces their ability to categorize and to place different shapes for creating wonderful real-worldimages, i.e. a boat, a van, a sky-rocket. Also, it strengthens problem solving, concentration, and gross motor skills such as grabbing, middle-line crossing and hand stability. When children attempt to position a shape in its place, it will only fit if it is properly put in the right space. The game can be made even easier by activating the “help option” meaning that the puzzle piece and the related position, where the piece goes, will be highlighted for few seconds thus guiding the child.A shape can be picked and dragged by a child either with grab & move interaction style or with time-delay selection and move. The teacher/therapist can choose the interaction style that is compatible with a child's motor skills.The teacher/therapist can adjust the timer for the completion of the given composing task. Also, children are asked to complete various images depending on their interests such that they learn to place different objects into different containers.
Motor Planning
Are you ready to create brightly coloured pictures?
Yummy Pairs
Age   4+
In the “Yummy Pairs” game, the child can advance skills in decomposing numbers that appear as positive integers or quantities using the ten-frame representation, and improve, at the same time, bilateral coordination skills by trying to make symmetrical hand movements. The child entering into a colorful world of candies, selects the desired avatar to control and tries to match pairs of either numbers or quantities that compose a target number by stretching both hands to reach the two sub-parts. In a joyful and yummy environment, the child advances mathematical thinking and hand eye coordination. The teacher/therapist can select the range of target number that the child will be asked to make (up to 100) and the difficulty level that concerns the available pairs of numbers from which the child will be asked to choose. Candy game offers unique learning and motoric experiences to the children about how numbers can be broken apart and put back together.
Math Skills
Are you ready to choose the right yummy pairs from candy trees?
Quarry Bam
Age   4+
"Quarry Bam" is a game for teaching a child to communicate by coordinating physical movements according to language, gesture and posture questions. It aims at increasing a child’s attention to Yes/No questions about emotions/feelings, spatial orientation of shapes as well as math operations and properties (distributive and associative). The child needs to make hand symmetrical movements for moving the lever and putting it at the correct box that will sparkle an explosion while promoting bilateral coordination. The teacher/therapist can choose the set of questions that a child will be called to answer, i.e. about emotions, spatial orientation of shapes and math operations/properties. Thus, the teacher/therapist can benefit from this game by strengthening children’s understanding of emotions, spatial orientation and math operations/properties.
Motor Planning
Are you ready to make explosions?
Age   5+
The goal of the game is to help students understand some of the most common suffixes and be able to identify the grammatic type of word (noun, verb, adverb, adjective, pronouns). The core idea is to get children excited about root word modification. It allows students to explore when to add "-s," "-es," or "-ies" to the end of a noun. They can also practice with some irregular plural nouns. In addition, students are asked to turn a list of adjectives into comparative and superlative adjectives ("-er", "-est", "the more", "the most"). Via a series of questions, students can strengthen knowledge of nouns, adjectives and pronouns as well as their functions in particular sentences. The teacher can choose which category of questions the student will play. A child could make use of "lifelines" to get help with difficult questions via the elimination of one question thus having 50/50 chances to find the correct answer or via the appearance of related grammar rules. When the correct answer is given, a new question appears, and the child moves up to the ladder of the main game board. The number of questions can be chosen by the teacher/therapist. The game is over when all questions are answered and/or the child loses due to lack of lives. The teacher can set the timer for each question. Also, s/he can decide whether the "lives" option will be activated. This game gives the opportunity to the student to practice hand movement (with grab & move or time-delay) from the top to bottom thus strengthening concentration and high-low hand movement efficiency.
Linguistic Skills
Are you ready to answer all questions one after the other and win the trophy?
Age   4+
“Lexis” is a missing letter game children with which children practice their skills on spelling of words of different length. At an egg-packing plant, the child has to create “egg-words”, i.e. words that consist of letters written on eggs. The child sees an incomplete “egg-word” and has to grab the correct missing egg-letter(s) from a set of given egg-letters, place it carefully and appropriately in order to fill it in so that the “egg-word” is packed. If the child makes a wrong choice (wrong letter or wrong placement) the egg falls and breaks! The teacher/therapist can choose the length of words that will be shown to a child, the number of missing letters as well as the conceptual category of words that could appear i.e. food, animals, months, etc. Time limit might exist, as well. Also, the teacher/therapist can activate the appearance of the picture of the given word thus helping the child to correlate a word with an object and empowering child’s visual perception skills.
Linguistic Skills
Ready for egg-words packing?
Age   4+
“Doffies” is a fun ordering and number sequences game that also promotes motor planning and execution skills. The child is asked to recognize a number sequence and drive a Doffy – a purple funny creature created by dough - which holds a number through a maze, and to line it up next to other Doffies in order to correctly complete the sequence of numbers up to 100. In order to drive a Doffy, the child has to make jumping, squat and side walking movements thus improving visual motor coordination skills and balance. This game has different levels which can be matched to a child's mathematical ability level and motor skills. On the one hand, the teacher/therapist can adjust the game by choosing the learning content i.e. the number sequences that can appear in forward and backward order thus reinforcing the child’s knowledge of multiples (2,3, 4, 5, 10). On the other hand, the teacher can choose the complexity level of the maze thus promoting the visual perception and motor coordination skills of a child.
Math Skills
Are you ready to lead the Doffies through the maze?
Age   4+
One of the most basic skills in mathematics is the ability for mental calculations. “Mathloons” is a game that helps children to practice addition, subtraction, multiplication, division with whole numbers and fractions till the 100s, in a fun and engaging way while improving middle-line crossing skills. Children are called to identify the right balloon that represents the correct answer to a math calculation problem keeping their hands steady for few seconds so that the balloon pumps up and goes to the results spot. Feedback is given for the correct or wrong answers. Moreover, the teacher/therapist can choose the level of difficulty for the math calculations that the child will be asked to perform, thus offering math problems related to simple or more complex math strategies. Also, the teacher/therapist can choose the range of the numbers that will appear.
Math Skills
Are you ready to pump up balloons?
Age   4+
The “UnBoxIT” game aims at improving visual recognition, language development, and motor planning skills. The child is called to find the pairs of objects that are hidden in boxes that can be opened when the hand stays steady for few seconds. The teacher/therapist can choose among various libraries of objects (e.g. animals, furniture, fruits, weather, clothes, etc.) thus empowering child’s ability to recognize objects from various conceptual categories. Moreover, visual and/or audio distractors can be added in order to enrich child’s attention and concentration skills. Visual memory can be promoted by having objects that could slightly differ in the boxes.
Ready to find the pairs of similar objects which are hidden in the boxes?
Age   4+
The "Seishin" game aims at the stimulation of the senses via melody production and allows free motion-based interaction with musical strings without the existence of rules or the demand for intellectual functioning. It provides socialization opportunity for up to three children who can simultaneously interact with the musical strings and produce melodies. The teacher can set up the scene so that 1 to3 rows of musical strings could appear thus configuring the number of audiovisual stimuli. The ultimate goal is to promote a sense of enjoyment and a relief from tension and pressure, with consequent improvement in general behaviour. This game could be used for increasing attention and higher rates of positive emotion as well as an introductory activity for children to understand the motion-based interaction and how a direct movement of the child can affect a virtual object (in the case of avatar).
Are you ready to freely move your hands and create melodies?
Age   4+
"U-Paint" is a sensory learning game that aims to give children sensory experiences. Up to six children can have joyful learning experiences by mixing different colors on a canvas, expressing themselves, experimenting with ideas, interacting with each other and developing gross motor skills. In this air-painting game, children let their creativity flow by spreading colors around and drawing in with hands in response to music. U-Paint is a great way to let out feelings, relax and help reduce stress. The children can be represented as their own live images in the room or as avatars (stick-person-skeletons) within a scenery of four different themes i.e. night, forest, valley, beach. In case that the teacher chooses the avatar representation, children can make connection between the avatar and their own body and move in characteristic ways to control the avatar’s motions. Up to six (6) players can participate simultaneously in this game that can lead to an increase in attention, self-regulation and higher rates of positive emotion. The teacher can also decide about the duration of the game-play as well as whether balloons with paint will appear in the scenery which could be hit by children thus splashing extra colors.
Ready to spread colors around?
The Melody Tree
Age   4+
“The Melody Tree” game aims at increasing children’s concentration and audio-visual memory in a unique way. A child tries to recognize and find the matching pairs of sounds that are hidden at melody keys which are hanging in a melody tree. The sounds can be heard and revealed when the child keep the hand still for few seconds on a melody key. The game supports children’s audio memory training and linguistic development at the same time. The sounds are categorized into different conceptual categories (e.g. animals, weather, instruments, melodies, sound motifs, etc.) that can be chosen by the teacher. Also, the teacher can offer extra help in the game by enabling the child to see the corresponding images of the hidden sounds. Moreover, visual and/or audio distractors could be added into the game in order to add more challenge thus enhancing children’s memory, attention and concentration in a unique way.
Are you ready to find the hidden pairs of sounds?
River Crossing
Age   4+
In the “River Crossing” game, the child undertakes the task to lead a boat in a river and transfers animals and items of the food chain from one shore to the other. The child should be very careful so as not to crash the boat on rocks that exist. The child can improve the visual-kinetic coordination and the grapho-kinetic skills. Sometimes the passage for the boat becomes narrower or wider, depending on the difficulty level of the game, that the teacher/therapist can adjust. At cognitive level, the child could be asked to solve river crossing puzzle with various combinations of items from the food chain thus promoting both critical thinking and understanding of how the food chain works.
Motor Planning
Are you ready to become a boat skipper?
Space Motif
Age   4+
In the game “Space Motif” planets and space objects that differ by color or shape are scattered on the screen. The child is asked to recognize a given pattern and repeat it by carefully moving the planets and space objects into a tube. The child needs to develop good eye-hand coordination skills in order to avoid collisions between the planet which is being moved and the others that exist on the screen. The teacher/therapist can make game quite challenging by setting time limits and/or adding an extra obstacle in the form of black hole which can pull down a planet or space object that hits on it. The level of complexity of the patterns can be adapted to the level of the player by choosing the appropriate game settings.
Math Skills
Are you ready to arrange planets and space objects in a specific order?
Age   4+
In the game “Walks” the child can improve gross motor planning and eye-hand co-ordination skills. The child becomes a Farmer who walks along a path that has specific shapes, i.e. horizontal, vertical, or diagonal paths begins with a basic line and advances to more challenging forms back, front, top, bottom, right, left, etc.). The Farmer has to move along the path and pick up carrots avoiding collisions on the boundaries. The teacher/therapist can adjust the difficulty level by enabling the appearance of obstacles in the form of snakes and worms as well as by changing the width of the path. This game invites children to simultaneously combine several skills including attention, the ability to coordinate properly their hand movements and react quickly to avoid obstacles when needed. At the end of each game, the players have the opportunity to check their mistakes and try to do better, thereby improving these skills gradually.
Motor Planning
Are you ready to pick up carrots?
Age   4+
The “Clockoo” game helps children practice setting the time on an analog clock, i.e. by moving the hands of a clock, as well as understand the relationship between digital and analogue clocks. Children need to set the clock to a given time by making circular hand movements, i.e. by controlling the hour and/or minute hands. The teacher/therapist has complete control of whether the child will set the time by moving one or both hands of the clock. By choosing the analogue display, the child is asked to recognize the time which is displayed on an analogue clock which appears at the side and set that time at the main analogue clock by picking and rotating the appropriate hand(s). Also, the teacher/therapist can pick out the time interval (Half Hour, Quarterly, etc.) on which the child would like to work as well as ask a child to explore the relationship among digital and analogue clocks. There is a cuckoo that checks if an answer is right or wrong. The teacher can also activate timer and lives to make the game more challenging.
Motor Planning
Are you ready to set the time and hear the cuckoo congratulate you?
Ponder Up
Age   4+
“PonderUp” is a pleasant game that helps children practice the comparison of numbers and/or quantities i.e. “greater than” or “lesser than”. The child becomes a little frog in a lake that makes side movements in an effort to choose the correct answer at a given question. The child sees two bubbles that contain numbers and/or quantities and/or math operations that should be compared. The child, i.e. the little frog, has to move left or right, stand under the bubble with the correct answer, and jump to break it. The messages “Find the greatest”, “Find the less” or “Get in the middle” give instructions to the child for making movements accordingly. The teacher has full control of the game-based learning activities, i.e. he/she can choose whether the child will be asked to compare only numbers, only quantities, fractions or include math operations thus adjusting the difficulty level of the exercise. Also, there is a time-delay option for children who cannot jump.
Math Skills
Are you ready to jump high like a frog?
Age   4+
The “Bilisius” game fosters child’s ability to quickly identify the larger set of colored marbles without counting. The child becomes a magician who sidewalks and tries to solve exercises. The child sees a cluster of two sets of yellow and blue marbles and has to quickly decide (without having enough time to count) which set has more marbles than the other by moving the body left or right to the appropriate colored small carpet. The teacher/therapist can choose whether the marbles of different colors will have the same size or not as well as total number of marbles that will be shown to the child. The more marbles (up to 20) can appear the more difficult the game becomes. Also, the teacher/therapist can choose whether there will be game lives and an active timer. This game strengthens the children’s visual perception, promotes the ability to make rapid, accurate, and confident judgments. Ready for becoming a magician and play with the colored marbles?
Math Skills
Ready for becoming a magician and play with the colored marbles?



Kinems is a powerful tool in the hands of professionals for helping children with dyspraxia, autism, and ADHD improve their skills through game play.

Kinems can be used by

Teachers and Special Educators


Occupational therapists

Health care professionals


Kinems is appropriate for learning and therapeutic sessions at

Special Schools

Mainstream schools

Clinics & children’s hospitals

Private therapeutic centers

Home (with occupational therapists)

Learning games for K-9 children

Customised by the professional to the individual needs of a child
with excellent reporting capabilities & analytics

Kinems Approach

The Approach

Kinems is a game-based pesonalised learning method for children with multiple learning disabilities. Children interact with the learning games naturally with hand and body gestures (without mouse and keyboard). This natural way of interaction in a computer-based gaming environment increases children’s attention, motivation, pleasure and skills’ level.

A set of specially designed and easily customizable learning games are in the hands of special educators and therapists in order that they can help children become fully engaged and immersed in kinesthetic learning activities that stimulate the brain and cultivate several skills. Special educators and therapists have access anytime, anywhere and from any device to a cloud-based monitoring and reporting system for tracking the learning progress of the children and planning personalized learning sessions.

Kinems can help

Kinems games are addressed to children that suffer from dyspraxia and multiple disabilities such as autism, ADHD, dyslexia, and dyscalculia.

The Kinect based learning games are based on therapeutic protocols that are commonly used by special educators and therapists in special schools, mainstream schools and learning disability centers. Children perform learning activities in an engaging and fun environment, thus creating playful learning experiences.

Kinems games can help children with disabilities improve:

  • Eye-hand coordination
  • Short-term memory
  • Attention span
  • Following directions
  • Sequencing
  • Problem solving

Using Kinect for Windows camera

The Kinect for windows camera is the best and most affordable high resolution depth camera created by Microsoft, which has become extremely popular due to its unique ability to recognize hand and body movements with great accuracy. So a child can interact with the learning games naturally, with hand movements (waves) and body gestures, without using mouse or keyboard.

A teacher needs the Kinect for Windows camera connected to a laptop or desktop with Windows 7 or 8 operating system as well as a TV screen or a projector or even an interactive board in order that a child has a wider playing area.

With Kinems, learning sessions for children with disabilities become effective and pleasant.

Monitoring & Reporting System

Professionals, via a cloud-based monitoring and reporting system, can easily customize the games on the individual needs of a child by selecting the settings, such as the appropriate difficulty level or the type of the activity.

Also, professionals can find at this system reports of students’ interaction and performance grouped per training session and sorted by date. Each report consists of the overall short evaluation of the performance, mood, and achievements at each training session, the list of the games and the settings that had been played during that session, and the learning-kinetic analytics data in visual and tabular form.

Partnership with


What Special Educators say about Kinems...

  • "Children are highly motivated and engaged while playing the Kinems games, even when the activities will demand great physical effort."
    Pepi Kolara
    Special Educator & Therapist
    Thessaloniki, Greece
  • "Playing the Kinems games, which combine physical activities and learning tasks, is the best way to help children with dyspraxia practice and learn to control their movements and improve skills like short-term memory, maths, sorting and pattern matching."
    Antonis Zografos
    Child Rehabilitation Centre
    Athens, Greece
  • "Kinems games offer playful learning experiences based on therapeutic protocols for dyspraxia. Students carried out the exercises of the Kinems games very pleasantly and wanted to continue playing despite the fatigue that appeared after several attempts."
    Nikos Nikou
    Special Education Teacher
    Volos, Greece
&be in touch with the most innovative and fun learning method

About Us

Founded in 2013, Kinems vision is to make special education engaging by proposing innovative games designed based on well proven educational practices using just the Microsoft Kinect camera.

At Kinems we know that every child is unique, each with a different set of skills and academic needs.

This is why we offer games that can be easily adapted by the teacher, health care professional and parent to the individual needs of each child.

Kinems focuses on two attributes

a fanatical focus on learning effectiveness and pace of innovation.

Contact Us

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If you are interested in doing research on Kinems

If you are an educator or school health care professional interested in implementing Kinems

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