Educational Board Games

The Hubo Cubo Offers Learning Opportunities in a Sustainable Package

Created by Chilean design students Camille Faúndez and Silvestre Yunge, the HUBO CUBO is an educational board game concept.

The game is designed to improve the reading and writing skills of children aged four and older, who are receiving primary education. By combining rhymes, syllables and letters, children have the ability to create a much larger narrative within the game.

The packaging has been conceived as a stackable system that affords the user storage space, but can also be quickly disassembled and arranged for play. To break it down, there are three stackable trays which contain the game's movable pieces, a cover and a central vertebrae that acts as a holder for the instruction manual, a handle for easy transportation and which also joins the separate components of the game.

Educational Board Games
The trend of educational board games is providing interactive learning opportunities for children to improve their reading and writing skills.
Sustainable Packaging
The trend of sustainable packaging is incorporating storage and reusability features to enhance the overall user experience.
Interactive Learning
The trend of interactive learning is harnessing technology and innovative design to engage and educate children in a fun and creative way.

Who This Affects Most

Toy Industry
The toy industry can capitalize on the trend of educational board games by developing innovative and educational products for children.
Packaging Industry
The packaging industry has an opportunity to create sustainable packaging solutions that provide additional value and functionality for consumers.
Education Technology Industry
The education technology industry can leverage the trend of interactive learning by developing digital platforms and tools that enhance children's learning experience.
SCORE
5.5 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 82%
Activity 75%
Freshness 8%