Call and response — Little Play Square
What's on the screen
3 animals, a lion, an octopus and a monkey, stand side by side, and below them (to the right on a wide screen) is a play mark (a triangle). Which 2 animals call in the example, and in what order, comes from 6 possible pairs and changes each time the pair is matched.
How to play
When the game opens, the play mark hops and 2 animals call out one after the other, each with a hop (the example). Press the 2 in the same order and they call out together, with a sparkle and a chime; a little later the example for the next pair plays. If you press them in a different order, the animal you pressed still calls, and the example for the same pair simply plays again. After the example has finished, pressing the play mark lets you hear it again. Just waiting never makes the example repeat.
This game sits in Games for ages 3 and 4. The age is only a guide, so children older than that and children younger than that are just as welcome to play it.
What this game doesn't have
- Time limits and scoresThere is no countdown, no score and no run of days in a row.
- Game overThere is no state that stops a child from going on. You can stop the moment interest runs out.
- Ads and purchasesNothing can be pressed by mistake that carries a child off to another site.
- Text fieldsNo name and no email address is ever asked for. There is no sign-up either.
How to start
Just open Little Play Square and pick the Call and response picture on the home screen. Once it has finished loading, it starts up the same way in places with no signal. Sound is switched with the speaker mark on the home screen (it steps through normal, off and quiet, so the first press turns it off).
More from Games for ages 3 and 4
- Finish the pattern — Five pictures stand in a row and only the last place is empty, marked with a dotted outline. Below it are two pictures to choose from. Whichever one is pressed, the row itself never changes: the right one drops into the empty place and the five bounce from left to right, and the other one simply wobbles where it was pressed, leaving the row to be read again.
- Trace it — Trace a finger over the glowing dots and the path you pass colors in. Straying from the line never sends you back to the start.
- Marble and drums — Tap a shelf to set a ramp there; each tap changes its direction. Tap the marble at the top and it rolls down, turning on the ramps you set, and hits one of the drums at the bottom, which rings. Whichever drum it reaches, the response is the same, and there is no score and no right answer.