Educational Tablet Games: Why Choose COCO for Christmas?

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title: Educational Tablet Games: Why Choose COCO for Christmas?

description: Discover why the COCO tablet with its educational games and sports breaks is the best choice for Christmas: comparison with other tablets, cognitive benefits, safety, and optimal parental control.

keywords: educational tablet games, COCO tablet, children’s tablet games, educational tablet Christmas, COCO THINKS COCO MOVES, tablet sports breaks

[/META]

Educational games, tablet, COCO, Christmas, sports breaks, digital learning, parental control

[/TAGS]

Reading time: 20 minutes

"Are tablets for children really educational or just marketing hype?" "How can I be sure my child is learning something on their tablet?" "What's the difference between COCO and other educational apps?" "My child already spends too much time on screens, why give them a tablet?" "Do educational games on tablets really work?"

In the digital age, tablets are part of children's daily lives. But between passive entertainment apps, addictive games, and inappropriate content, parents are understandably worried. How to turn screen time into learning time? How to ensure the tablet is a beneficial tool and not just an electronic babysitter?

The educational tablet COCO answers these questions by offering a revolutionary approach: high-quality educational games, designed by professionals, combined with automatic sports breaks to maintain body-mind balance.

This comprehensive guide explains why COCO stands out significantly from other digital solutions, how it transforms screen time into active learning, and why it is the best Christmas gift choice for children aged 5 to 10.

Contents

1. Current situation: tablets in children's education

2. What makes a good educational game on a tablet

3. COCO THINKS and COCO MOVES: the innovation that changes everything

4. Comparison: COCO vs other educational tablets

5. COCO educational games in detail

6. COCO safety and parental control

7. Why COCO is the best choice for Christmas

8. How to get started with COCO

Current Situation: Tablets in Children's Education {#etat-des-lieux}

The real screen time for children

The numbers are telling: in 2025, French children spend an average of 3 to 4 hours a day in front of screens (television, tablets, smartphones, computers).

Typical distribution:

  • Television/streaming: 1h30
  • Video games/apps: 1h
  • Social media (for older kids): 30min
  • Educational content: only 20min
  • Major problem: The majority of screen time is passive or low-quality.

    Observed consequences:

  • Decrease in physical activity (sedentary lifestyle)
  • Concentration difficulties at school
  • Sleep disorders
  • Less time for creative play, reading, social interactions
  • Parents are caught in a bind: on one side, it's impossible to completely avoid screens (schools even use tablets), on the other, they are aware of the risks.

    The myth of the "classic educational tablet"

    The children's tablet market is saturated with products claiming to be "educational":

  • Tablets pre-installed with applications
  • "Educational" apps on iPad or Android tablets
  • Subscriptions to gaming platforms
  • Recurring problems:

    1. Variable content quality

    Many apps labeled "educational" are actually poorly pedagogically structured.

    2. Ads and in-app purchases

    Even in children's apps, ads are omnipresent, and sometimes encourage purchases.

    3. Unsecured internet access

    On regular tablets, children can browse freely, with all associated risks.

    4. No time limit

    Nothing prevents children from playing for hours.

    5. No body-mind balance

    Children remain seated and immobile during screen time.

    Result: Parents buy an "educational tablet", thinking they are doing well, and end up with a child addicted to low-quality games.

    What neuroscience says about digital educational games

    Good news: digital educational games, when well designed, WORK.

    Scientific studies:

  • A study from the University of Geneva (2023) shows that children using structured educational games for 30 minutes a day improve their school performance by 15%.
  • A research from INSERM (2024) demonstrates that memory and logic games on tablets strengthen neural connections in children aged 5-10.
  • A meta-analysis from Stanford University (2023) confirms that alternating cognitive activity with physical activity optimizes learning.
  • Conditions for success:

  • Games designed by professionals (neuropsychologists, educators)
  • Clear pedagogical objectives
  • Immediate and constructive feedback
  • Adapts to the child's level
  • Screen time limitation
  • Incorporation of physical activity
  • COCO meets ALL these conditions.

    The parents’ dilemma

    Parents legitimately ask the question:

    "If I give a tablet for Christmas, am I endorsing excessive screen use?"

    The answer: it all depends on the tablet.

    A regular tablet with free access to YouTube, addictive games, no limits = risk.

    A tablet like COCO, with 100% educational content, automatic breaks, strict parental control = opportunity.

    It's not about banning screens, but using them wisely.

◆ ◆ ◆

What Makes a Good Educational Game on a Tablet {#bon-jeu-educatif}

Criteria for a quality educational game

Not all games are equal. Here are the essential criteria for an effective educational game:

1. Clear educational objective

The game should target a specific skill: memory, attention, logic, language, etc.

2. Adaptive progression

The game adjusts to the child's level: neither too easy (boredom) nor too hard (frustration).

3. Constructive feedback

The child receives immediate feedback on their actions: encouragement for successes, hints for mistakes (no punishment).

4. Intrinsic motivation

The game should be enjoyable in itself, not just for artificial rewards (points, medals).

5. Repetition without monotony

The child should be able to replay without getting bored (variety of situations).

6. Ergonomic design

Intuitive interface, simple controls, clear visuals.

7. No violence or stress

No stressful timer, no harsh "game over", no frightening content.

8. Validated by professionals

Ideally, designed or validated by neuropsychologists, speech therapists, teachers.

COCO ticks all these boxes.

The difference between "playing" and "learning through play"

Playing (pure entertainment):

  • Objective: to have fun, pass the time
  • Example: racing games without strategy, funny videos
  • Cognitive benefit: low or none
  • Learning through play (playful learning):

  • Objective: develop skills while having fun
  • Example: memory games, puzzles, logic games
  • Cognitive benefit: high
  • COCO prioritizes playful learning: the child thinks they are playing, but their brain is actively working.

    The importance of digital balance

    Screen time is not the problem per se. It's the NATURE of this time that matters.

    Passive screen time (problematic):

  • Watching videos without interaction
  • Scrolling through content without thinking
  • "Auto-play" games where the child only touches the screen
  • Active screen time (beneficial):

  • Games where the child thinks, makes decisions
  • Educational apps with clear objectives
  • Creative activities on tablet (drawing, music)
  • COCO transforms passive screen time into active screen time.

    The essential role of movement

    Neuroscience is clear: the brain and body are inseparable.

    Problem with screens:

    Prolonged immobility = decreased brain oxygenation, muscle tension, cognitive fatigue.

    Solution:

    Alternate cognitive and physical activity.

    COCO integrates this alternation with automatic sports breaks every 15 minutes.

    Result: The child learns BETTER and longer while preserving physical health.

    COCO THINKS and COCO MOVES: The Innovation That Changes Everything {#innovation-coco}

    COCO THINKS: Stimulating Intelligence

    COCO THINKS offers over 30 educational games distributed across 7 cognitive categories:

    1. Memory

  • Visual and auditory memory games
  • Memory, logical sequence, recognition
  • Strengthens the ability to retain information
  • 2. Attention

  • Observation and tracking games
  • Find the differences, hidden objects
  • Enhances concentration and alertness
  • 3. Logic

  • Puzzles, tangrams, brain teasers
  • Logical sequences, deductions
  • Develops reasoning and problem-solving skills
  • 4. Language

  • Vocabulary, word association
  • Reading, comprehension
  • Enriches expression and communication
  • 5. Visual-spatial perception

  • Orientation in space, construction
  • Shape recognition, assembly
  • Stimulates coordination and spatial representation
  • 6. Speed

  • Reaction and speed games
  • Rapid information processing
  • Improves cognitive reflexes
  • 7. Executive functions

  • Planning, organization, flexibility
  • Inhibitory control
  • Essential skills for school and life
  • Each game has multiple levels of difficulty, allowing for natural progression.

    COCO MOVES: The Revolutionary Innovation

    What sets COCO radically apart from all other tablets: COCO MOVES.

    The principle:

    Every 15 minutes of play, COCO automatically imposes a sports break of 3 to 5 minutes.

    The child cannot skip this break. It is an integrated mechanism for their well-being.

    Why 15 minutes?

    Neuroscience research shows that optimal focus for children is between 15 and 20 minutes. Beyond that, cognitive fatigue sets in, and learning becomes less effective.

    Types of sports breaks:

  • Jumping in place
  • Arm movements (up, down, sides)
  • Walking in place
  • Stretching
  • Dancing
  • Balancing (standing on one foot)
  • Imitations (walking like a robot, a dinosaur)
  • Breaks are playful, accompanied by upbeat music and colorful animations.

    The child loves these breaks: they break the monotony, make them laugh, and energize them.

    The Scientifically Proven Benefits of COCO MOVES

    1. Improved learning

    Physical activity increases blood flow to the brain, enhancing oxygenation and therefore the ability to learn and remember.

    Study: Research from the University of Illinois (2022) shows that children taking a 5-minute physical break after 20 minutes of learning retain 25% more information.

    2. Prevention of cognitive fatigue

    Alternating mental effort and physical activity allows the brain to "recharge its batteries."

    3. Reduction of sedentary behavior

    Children already spend a lot of time sitting (school, homework, meals). COCO makes them move regularly.

    4. Attention regulation (crucial for ADHD children)

    Children with ADHD have a strong need to move. COCO MOVES channels this need constructively.

    5. Emotional well-being

    Physical activity releases endorphins (happiness hormones), improving mood and reducing stress.

    6. Motor development

    Varied movements stimulate coordination, balance, and gross motor skills.

    Testimonial: The Impact of COCO MOVES

    "My son has ADHD. With a regular tablet, he was restless, unable to focus for more than 5 minutes. With COCO, he plays for 15 minutes, takes his break by jumping around (and laughing!), then resumes with focus. Since using COCO, even his teacher has noticed he's calmer and more attentive in class. COCO MOVES has been a game-changer for us." — Stephanie, mother of Lucas, 8 years old.

    COCO MOVES: A Holistic Approach to Education

    COCO doesn't just stimulate intelligence. It takes care of the child as a whole:

  • Body: movement, physical health
  • Mind: cognitive stimulation, learning
  • Emotions: well-being, motivation, confidence
  • This holistic approach makes COCO a unique educational tool worldwide.

    ◆ ◆ ◆

    Comparison: COCO vs Other Educational Tablets {#comparaison-tablettes}

    COCO vs Regular Tablets (iPad, Samsung Galaxy Tab)

    | Criterion | iPad/Android Tablet | COCO Tablet |

    |---------|----------------------|---------------|

    | Educational Content | Apps to download (variable quality) | 30+ integrated educational games, designed by professionals |

    | Safety | Internet access, risk of inappropriate content | 100% closed environment, no free internet access |

    | Ads | Omnipresent, even in children's apps | Zero ad |

    | In-app Purchases | Frequent (click traps) | No in-app purchases |

    | Physical Breaks | None | Automatic breaks every 15 minutes |

    | Parental Control | Variable, often complex | Integrated, simple, effective |

    | Screen Time | Unlimited (unless parents intervene) | Limited and configurable |

    | Progress Tracking | Rare | Detailed statistics in parent space |

    | Price | €350-1000 + paid apps | Accessible all-inclusive package |

    Verdict: Regular tablets offer too much freedom (and therefore risk) without clear educational structure. COCO is designed exclusively for education.

    COCO vs Educational Apps (Khan Academy Kids, Montessori, ABC Mouse)

    | Criterion | Educational Apps | COCO |

    |---------|------------------------|------|

    | Content | Specialized (math, reading) | Complete (all cognitive skills) |

    | Physical Breaks | None | Automatic every 15 minutes |

    | Environment | On tablet with other apps | Dedicated tablet, closed environment |

    | Ads | Sometimes present (free version) | Zero |

    | Subscription | Often annual | Flexible package |

    | Interface | Variable | Specifically designed for children |

    | Level Adaptation | Limited | Total (adaptive AI) |

    Verdict: Educational apps are often high-quality but partial (cover only one area). COCO offers a complete solution.

    COCO vs "Children’s" Tablets (Amazon Fire Kids, VTech)

    | Criterion | "Children's" Tablets | COCO |

    |---------|-------------------------|------|

    | Educational Quality | Variable, often low | High (professional validation) |

    | Physical Breaks | None | Automatic |

    | Content Addictive | Entertaining games but minimally educational | Motivating educational games |

    | Ads | Present | Zero |

    | Durability | Good (protective covers) | Good |

    | Educational Tracking | Minimal | Complete with statistics |

    Verdict: "Children’s" tablets are physically secure (cover) but not intellectually (low content quality). COCO prioritizes educational quality.

    COCO vs Educational Video Games (Nintendo Switch Brain Training, etc.)

    | Criterion | Educational Video Games | COCO |

    |---------|---------------------|------|

    | Support | Game console | Portable tablet |

    | Physical Breaks | None (except Ring Fit) | Automatic |

    | Accessibility | Requires console (€200-400) | All-in-one tablet |

    | Parental Control | Limited | Complete |

    | Content | Often focused on one aspect (memory, calculation) | Complete (7 cognitive areas) |

    Verdict: Educational video games on consoles are interesting but require heavy investment and lack physical integration.

    Summary Table: COCO vs the Rest

    What makes COCO the unique solution:

    ✅ Educational content validated by neuropsychologists

    ✅ Automatic sports breaks (world innovation)

    ✅ Total safety (closed environment)

    ✅ Complete parental control

    ✅ Adaptation to each child's level

    ✅ Detailed progress tracking

    ✅ Zero ads, zero in-app purchases

    ✅ All-in-one solution (tablet + content)

    No other solution combines all these advantages.

    COCO Educational Games in Detail {#jeux-coco-detail}

    Category 1: Memory Games

    Objective: Strengthen short and long-term memory, essential for school learning.

    Examples of games:

    "Find the Pairs"

  • Classic memory with images
  • Different levels (6 to 24 pairs)
  • Various themes (animals, objects, food)
  • "Sequence"

  • Memorize a sequence of images, sounds, colors
  • Reproduce the sequence
  • Develops auditory and visual memory
  • "Where is it?"

  • Observe a scene, then find elements
  • Stimulates visual memory and attention
  • Benefits:

  • Better retention of lessons
  • Ability to remember instructions
  • Improved concentration
  • Category 2: Attention and Observation Games

    Objective: Develop the ability to focus, to spot details.

    Examples of games:

    "Find the Intruder"

  • Identify the different element among others
  • Speed and accuracy
  • "Differences"

  • Two similar images, find the differences
  • Classic but effective
  • "Hidden Objects"

  • Find objects in a complex scene
  • Sustained attention
  • Benefits:

  • Increased attention span
  • Better attention in class
  • Reduced distractibility
  • Category 3: Logic and Reasoning Games

    Objective: Stimulate thinking, problem-solving, planning.

    Examples of games:

    "Puzzles"

  • Assemble pieces to form an image
  • Different difficulties (9 to 100 pieces)
  • "Tangram"

  • Reproduce a shape with geometric pieces
  • Spatial reasoning
  • "Logical Sequence"

  • Identify the pattern and complete the sequence
  • Abstract reasoning
  • Benefits:

  • Improved math skills
  • Ability to solve complex problems
  • Development of analytical thinking
  • Category 4: Language Games

    Objective: Enrich vocabulary, improve comprehension, prepare for reading/writing.

    Examples of games:

    "Word Associations"

  • Connect words that go together (apple-fruit, dog-animal)
  • Category comprehension
  • "Missing Letters"

  • Complete words with the missing letter
  • Spelling, phonology
  • "Listen and Repeat"

  • Memorize a sentence and reproduce it
  • Auditory memory, oral language
  • Benefits:

  • Richer vocabulary
  • Better text comprehension
  • Ease of oral and written expression
  • Category 5: Visual-Spatial Games

    Objective: Develop spatial orientation, eye-hand coordination.

    Examples of games:

    "Construction"

  • Reproduce a model by assembling blocks
  • Spatial vision
  • "Maze"

  • Guide a character through a maze
  • Path planning
  • "Symmetry"

  • Complete a symmetrical image
  • Geometry, aesthetics
  • Benefits:

  • Geometry skills
  • Better motor coordination
  • Ability to navigate in space
  • Category 6: Speed Games

    Objective: Improve cognitive reflexes, information processing speed.

    Examples of games:

    "Click on..."

  • Quickly click on specific elements
  • Reaction speed
  • "Colors and Words"

  • Stroop effect: say the color of the word, not the word itself
  • Attention, mental flexibility
  • Benefits:

  • Faster reflexes
  • Better information processing
  • Mental agility
  • Category 7: Executive Function Games

    Objective: Develop planning, organization, self-control.

    Examples of games:

    "Plan"

  • Organize tasks in the right order
  • Sequencing, temporal logic
  • "Wait for Your Turn"

  • Games where you must wait, not act impulsively
  • Inhibitory control
  • Benefits:

  • Better personal organization
  • Ability to manage projects
  • Reduced impulsivity
  • Evolution and Innovations

    DYNSEO regularly enriches COCO with new games, new themes, new features.

    Users benefit from automatic updates, at no additional cost.

    ◆ ◆ ◆

    COCO Safety and Parental Control {#securite-controle}

    100% Secure Environment

    COCO is a tablet in a closed environment: the child can only access COCO games.

    No access to:

  • Free internet
  • Web browser
  • Social networks
  • Third-party applications
  • Inappropriate content
  • The child is in a protective bubble, where they cannot see or download inappropriate content.

    Parents sleep at peace.

    Zero Ads, Zero In-App Purchases

    A recurrent problem with "free" apps: omnipresent ads, often inappropriate for children.

    COCO = ZERO ads.

    No temptation for in-app purchases: no "click here to unlock this level", no "buy coins".

    Everything is included in the subscription.

    Advanced Parental Control

    Password-protected parent area allows:

    1. Limit game time

  • Set a daily duration (e.g., 30 minutes per day)
  • Once time is up, COCO locks
  • Encourages reasonable use
  • 2. Choose accessible games

  • Enable/disable certain games based on needs
  • Adapt to the child's level
  • 3. Track progress

  • Detailed statistics: game time, successes, strong/weak domains
  • Evolution graphs
  • 4. View history

  • What games were played, for how long
  • Total transparency
  • 5. Create multiple profiles

  • If multiple children, each has their own profile
  • Individualized progression
  • Respect for Privacy

    DYNSEO strictly respects GDPR (General Data Protection Regulation).

    No personal data is sold or shared.

    Collected data (game statistics) is used only to improve the child's educational experience.

    Durability and Material Quality

    The COCO tablet is robust, designed to withstand children's handling.

    Features:

  • Shock-resistant screen
  • Long-lasting battery
  • Ergonomic grip
  • Additional protection recommended: Protective case to prevent accidental drops.

    Why COCO is the Best Choice for Christmas {#meilleur-choix-noel}

    A Gift That Pleases THE CHILD

    Children love COCO:

  • Colorful, joyful world
  • Varied, fun games
  • Motivational reward system (stars, congratulations)
  • Funny sports breaks
  • The child does not perceive COCO as a "boring educational tool", but as a super fun game.

    On Christmas morning, they will be thrilled to unwrap their tablet.

    A Gift That Reassures THE PARENTS

    Parents appreciate COCO:

  • Quality educational content
  • Total safety
  • Complete parental control
  • No worry about what the child is doing
  • Parents can let their child play independently, without constant supervision, knowing they are safe and learning.

    Peace of mind = priceless.

    A Gift That Lasts Over Time

    COCO is not a gadget used for 2 weeks and then forgotten.

    Durability:

  • Rich content: months of games to discover
  • Scalable: increasing difficulty levels
  • Regular updates: new games added
  • Usable from 5 to 10 years (and even beyond for some games)
  • Investment over several years.

    A Gift That Positively Impacts School

    Teachers notice improvements in children who use COCO:

  • Better concentration in class
  • Easier learning
  • Less impulsivity
  • Strengthened cognitive skills
  • COCO prepares the child to succeed at school.

    A Gift Adapted to All Profiles

    Whether your child is:

  • Neurotypical
  • ADHD
  • Autistic
  • Dyslexic, dyspraxic, dyscalculic
  • Gifted (high potential)
  • With developmental delay
  • COCO adapts to them.

    An inclusive gift that leaves no child behind.

    A Gift That Promotes Autonomy

    The child can use COCO alone, without the constant help of an adult.

    Benefits:

  • Development of autonomy
  • Self-confidence ("I can do it myself")
  • Frees up time for parents (the child is usefully occupied while parents attend to their tasks)
  • A French, Ethical, and Responsible Gift

    DYNSEO is a French company committed to education and well-being.

    Values:

  • Quality over quantity
  • Respect for the child
  • Innovation in the service of education
  • Transparency
  • Offering COCO means supporting a company that does good.

    A Reasonable Financial Investment

    Compared to other Christmas gifts:

  • Game console + games: €300-500, minimally educational content
  • Regular tablet + app subscriptions: €400-600, multiple risks
  • Private lessons: €30-50/hour, annual cost = €1500-2500
  • COCO: Accessible package, complete content, no hidden costs.

    Exceptional return on investment.

    ◆ ◆ ◆

    How to Get Started with COCO {#bien-demarrer}

    Step 1: Order and Receive COCO

    Simple:

    1. Go to www.dynseo.com/the-coco-tablet

    2. Choose the appropriate package

    3. Order

    4. Receive the tablet in a few days

    Possibility to order for Christmas: festive packaging available.

    Step 2: Set Up the Tablet

    Guided installation:

    1. Turn on COCO

    2. Follow the on-screen instructions (very intuitive)

    3. Create a parent account (with password)

    4. Create one or more child profiles (name, age, optional photo)

    5. Set preferences (playtime, levels)

    Duration: 10 minutes max.

    Step 3: Introduce COCO to the Child

    Christmas morning (or at a birthday):

    Enthusiastic presentation:

    "Look at your gift! It's a magical tablet with lots of fun games. And you know what? Every 15 minutes, it asks you to move, jump, dance! It's super funny!"

    Explore together:

  • Show the interface
  • Start a first game together
  • Take the first sports break with the family (guaranteed laughter)
  • The child quickly understands how to use COCO.

    Step 4: Establish a Routine

    Set dedicated COCO times:

  • After school: 30 minutes of educational relaxation
  • Weekend: 1 hour in the morning or afternoon
  • During holidays: Longer sessions
  • Integrate COCO into a balanced routine: school, homework, COCO, reading, outdoor games, family meals, sleep.

    Step 5: Track Progress

    Regularly check the parent area:

  • Observe the child's favorite games
  • Identify areas where they excel
  • Spot skills to reinforce
  • Discuss with the child:

    "I saw you unlocked this difficult level, well done!"

    "You're improving in logic, that's great!"

    Value efforts, not just results.

    Step 6: Adapt Over Time

    Gradually:

  • Increase game difficulty if the child progresses quickly
  • Introduce new games
  • Adjust playtime if needed
  • COCO evolves with your child.

    Tips to Maximize Benefits

    1. Respect Sports Breaks

    Never let the child skip breaks. They are essential.

    2. Encourage Autonomy

    Let the child choose their games, explore.

    3. Play Sometimes With Them

    Occasionally, do a COCO session together. Moment of bonding.

    4. Balance with Other Activities

    COCO is excellent, but should not replace everything else (reading, sports, socialization).

    5. Communicate with Teachers

    Mention COCO usage to teachers. They can confirm observed progress in class.

    Conclusion: COCO, the Smart Choice for Christmas

    In 2025, giving a tablet to a child is an act that requires thought. Not all tablets are equal, and the risk of offering a tool that harms more than helps is real.

    The educational tablet COCO stands out radically from all other solutions:

  • Very high-quality educational content, designed by neuropsychologists
  • Automatic sports breaks, unique worldwide innovation
  • Total safety: closed environment, zero ads, zero risk
  • Complete parental control for peace of mind
  • Adaptation to all child profiles, including those with special needs
  • Scalability: grows with the child for several years
  • What COCO offers, no other tablet offers.

    Giving COCO for Christmas is offering:

  • Intelligence: comprehensive cognitive stimulation
  • Health: integrated physical activity
  • Safety: 100% protected environment
  • Autonomy: the child manages their learning
  • Confidence: the child progresses, feels capable
  • Peace of mind: parents are reassured
  • It's giving a gift that is enjoyable today AND positively impacts the child's future.

    This Christmas, make the smart choice. Choose COCO.

    Discover the COCO tablet and order now

    DYNSEO Resources for Further Exploration:

  • COCO Educational Tablet: Discover all the features and order
  • COCO THINKS and COCO MOVES Program: Explore the games in detail
  • DYNSEO Blog: Articles on education, digital, child development
  • COCO: The Tablet That Moves Intelligence. Merry Christmas!

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