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# Educational Geometric STEM Games
The Kitki 'THREE STICKS' Math Game Teaches Boys and Girls

By Michael Hemsworth | Published 2016-12-22 | Life-Stages
Source: Trend Hunter, https://www.trendhunter.com/trends/math-game
References: [7gadgets](http://www.7gadgets.com/2016/12/21/kitki-three-sticks-math-game-puzzles-for-kids-educational-stem-toys/132652)

The Kitki 'THREE STICKS' math game is focused on being a [fun, interactive board game](https://www.trendhunter.com/trends/familyfunhub) for children eight and older to enjoy as a means of expanding their cognitive functions. Kitki 'THREE STICKS' enables [STEM learning methods](https://www.trendhunter.com/trends/the-evolution-of-stem) for boys and girls alike to help improve overall skills in geometry, creativity and logical thinking.

The Kitki 'THREE STICKS' board game works by having players pick up a card and receive the sticks that are detailed on it. From here, players must create shapes and think creativity to outwit their opponents and take the winning title.

The Kitki 'THREE STICKS' math game is crafted using high-quality materials and is a fun way for kids to continue their education in an interactive manner.

## Trend Insights (Trend Hunter)

- Score: 4.3/10
- Popularity: 49% | Activity: 73% | Freshness: 8%
- Audience gender: 50% men, 50% women
- Primary generations: Gen Z, Gen Alpha
- Top markets: North America

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Life-Stages](https://www.trendhunter.com/life-stages) > [Youth](https://www.trendhunter.com/youth)

## Key Themes

### Key Themes Behind This Trend

- **STEM Learning Games:** Creating more hands-on, engaging games for children to learn science, technology, engineering and math concepts.
- **Interactive Educational Board Games:** Designing more interactive board games that promote cognitive functions for children of all ages.
- **Creative Problem Solving Games:** Developing games that challenge children's creative thinking and problem solving skills.

### Where This Applies

- **Toy and Game Industry:** Incorporating more innovative game concepts and materials that promote education in children's toys and games.
- **Education Technology Industry:** Creating new education technology tools and apps to advocate and support children's learning experiences.
- **Publishing Industry:** Producing more interactive educational books and magazines that encourage hands-on learning for children.

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