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
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
- Decrease in physical activity (sedentary lifestyle)
- Concentration difficulties at school
- Sleep disorders
- Less time for creative play, reading, social interactions
- Tablets pre-installed with applications
- "Educational" apps on iPad or Android tablets
- Subscriptions to gaming platforms
- 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.
- 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
Major problem: The majority of screen time is passive or low-quality.
Observed consequences:
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":
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:
Conditions for success:
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):
Learning through play (playful learning):
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):
Active screen time (beneficial):
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
2. Attention
3. Logic
4. Language
5. Visual-spatial perception
6. Speed
7. Executive functions
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:
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:
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"
"Sequence"
"Where is it?"
Benefits:
Category 2: Attention and Observation Games
Objective: Develop the ability to focus, to spot details.
Examples of games:
"Find the Intruder"
"Differences"
"Hidden Objects"
Benefits:
Category 3: Logic and Reasoning Games
Objective: Stimulate thinking, problem-solving, planning.
Examples of games:
"Puzzles"
"Tangram"
"Logical Sequence"
Benefits:
Category 4: Language Games
Objective: Enrich vocabulary, improve comprehension, prepare for reading/writing.
Examples of games:
"Word Associations"
"Missing Letters"
"Listen and Repeat"
Benefits:
Category 5: Visual-Spatial Games
Objective: Develop spatial orientation, eye-hand coordination.
Examples of games:
"Construction"
"Maze"
"Symmetry"
Benefits:
Category 6: Speed Games
Objective: Improve cognitive reflexes, information processing speed.
Examples of games:
"Click on..."
"Colors and Words"
Benefits:
Category 7: Executive Function Games
Objective: Develop planning, organization, self-control.
Examples of games:
"Plan"
"Wait for Your Turn"
Benefits:
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:
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
2. Choose accessible games
3. Track progress
4. View history
5. Create multiple profiles
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:
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:
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:
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:
Investment over several years.
A Gift That Positively Impacts School
Teachers notice improvements in children who use COCO:
COCO prepares the child to succeed at school.
A Gift Adapted to All Profiles
Whether your child is:
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:
A French, Ethical, and Responsible Gift
DYNSEO is a French company committed to education and well-being.
Values:
Offering COCO means supporting a company that does good.
A Reasonable Financial Investment
Compared to other Christmas gifts:
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:
The child quickly understands how to use COCO.
Step 4: Establish a Routine
Set dedicated COCO times:
Integrate COCO into a balanced routine: school, homework, COCO, reading, outdoor games, family meals, sleep.
Step 5: Track Progress
Regularly check the parent area:
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:
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:
What COCO offers, no other tablet offers.
Giving COCO for Christmas is offering:
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: The Tablet That Moves Intelligence. Merry Christmas!