JumpY
Quick Navigation
Sections
Activities
- What's Your Color?
- Trampoline What's Your Color?
- Close Far
- Individual Clapping Game
- Group Clapping Game
- Clapping Game with Ball
- Follow My Rhythm
JumpY is an LED panel that detects sounds or movements and then displays them visually as light effects in different colors, depending on the dynamics of the signals it receives. It offers several operating modes that enable the therapist to stimulate voice, speech and language development, motor and social skills, spatial orientation, improved concentration and attention in children.
The operating modes offered by this device are:
- REACTION
- CLAPPING GAME
- DIFFERENCES
- RHYTHMIC PATTERN
- PHONETICS and
- SNOEZELEN
REACTION
The REACTION mode displays a light reaction that is triggered by:
- sound (using a built-in microphone) and
- distance change detection (via wireless distance sensor).
REACTION – MICROPHONE:
This mode is suitable for situations when working on:
- establishing basic voice in children,
- establishing control over voice intensity,
- improving voice rhythm and duration,
- developing attention and concentration
- connecting cause and effect relationships.
Instructions: After turning on the panel, open the app and enter the JumpY device section when its symbol/photo lights up green. If you want to use the microphone as the source of light reaction, the distance sensor must be turned off.
At the top of the app screen is shown the source of stimulation (MICROPHONE) and the way the light is displayed on the panel when responding to sound (FIELDS, RAINBOW, TOP, WINDOW).
Adjustment of sound level, sensitivity and inertia of the visual sound representation is done using sliders in the lower half of the app screen, in the "Source" section. Adjustment of light display on the light panel is done using sliders in the "Display" section.
You can read detailed adjustment options for the device in the User Manual.
GAME SUGGESTIONS:
To start the game, the child needs to notice the connection between their voice and the light display on the panel, which you can do in the following way: when you select the RAINBOW display, activate the device with your voice by simple prolonged vocalization such as "AAA" or "EEE". Then encourage the child to try the same thing by speaking or making a sound. In response to the produced sound, lights will start "growing" from the bottom of the device, climbing towards the top. We expect the child to notice how the lights respond to their voice.
What's Your Color?
Technical Instructions: In the top section of the screen, on the image illustrating the light display method on the panel, select FIELDS. In the lower section, select the DISPLAY option. Using the FIELDS slider, select the number of fields/colors that will appear on the panel (5-7 is optimal). Also, you can adjust the FADE to control the speed of colors disappearing on the screen.
Goal: color recognition and naming, ability to discriminate between them.
Game Description: The child stands in front of JumpY. The therapist produces a sound (by vocalizing or singing a single tone for 1-2 seconds), while simultaneously colors are displayed on the panel in the same rhythm. The therapist asks the child to recognize and name the color that appeared at the top of the panel (blue, red, yellow...).
Goal: voice intensity control Game Description: In relation to the previous game, roles are reversed, so the child gives the therapist the same task. By changing the intensity of the voice, the child explores how it can affect the color display. It tracks changes on the panel, distinguishes colors that alternate and chooses to what color it will adjust its voice. This interaction allows the child to develop basic cognitive skills, such as recognizing cause-and-effect relationships between sound intensity and visual display.
The next step is for the therapist to ask the child to reach a certain color on the panel through voice intensity (e.g., blue). In this way, the child establishes final control over the intensity of their voice and practices stabilizing it at a certain level.
Device Adjustment (if necessary): If there is too much noise in the room, JumpY may react to it. In this case, adjust the sound reaction threshold of the device by moving the SOUND LEVEL slider so that the environment does not activate fields/colors on the panel.
SENSOR REACTION
Using a sensor in combination with the panel encourages children to connect physical distance changes with visual indicators on the screen.
The combination of these two elements can be used to exercise children's gross motor skills – which is the foundation for further kinesthetic and motor development, essential for speech development and overall psychomotor development.
JumpY, in combination with a trampoline, is a significant tool for developing both motor and sensory skills. On the trampoline, children practice balance, coordination and movement control, rhythm, motor planning, and interaction with the therapist.
Technical Instructions: The sensor automatically pairs with the LED panel immediately after switching on, and the panel stops responding to sound. At the moment of activation, it is necessary to direct the circular openings on the sensor towards the object from which it measures distance. That distance becomes the set motion detection field and the light reaction field to them. Any movement (hand/foot/body) over the sensor's "eyes" causes a light reaction on the panel.
GAME SUGGESTION
Trampoline What's Your Color?
Technical Instructions: After turning on the panel, open the app and enter the JumpY device section when its symbol/photo lights up green. Then press the MODE button (in the lower right corner) and select REACTION. At the top of the screen you will see two images in circles. On the right image the FIELDS option is displayed (if not, click on that image and select FIELDS). Then place the sensor under the trampoline, with the "eyes" directed at the jumping net (before the child stands on it), and turn it on.
Goal: vestibular and proprioceptive stimulation
Game Description: Allow the child to jump on the trampoline and watch how their movements cause color changes on the panel. When the child notices the connection, it will become motivated for more complex, deliberately organized games.
Adjustment: While the child is jumping on the trampoline, you can add various challenging tasks that require them to:
- bend their legs in the air and stretch when they land,
- jump as high/low as possible,
- clap their hands in front of them once or several times
- say words that start with the letter "A",
- list elements of a certain category,
- name who jumps/crawls/flies...
- say words with opposite meaning from what the therapist says, etc. (depending on your creativity and goals you want to achieve).
Note: Before performing these games, it is necessary to assess whether the child has sufficiently developed psychomotor skills to safely perform the required movements with expert assistance. Also, it is necessary to consider the child's sensory status and dose stimulus exposure accordingly.
Close Far
Technical Instructions: After turning on the panel, open the app and enter JumpY when its symbol/photo lights up green. Then press the MODE button (in the lower right corner) and select REACTION. At the top of the screen you will see two images in circles. On the right image the FIELDS option is displayed (if not, click on that image and select FIELDS). Then direct the sensor so that the circular openings are directed at the wall, turn it on and wait for it to measure distance, for which the indication is constant light on the sensor bulb.
Goal: spatial orientation, mastering the concepts of close-far.
Description: The child stands in front of the panel, opposite the sensor (so it can register movement). As the child approaches the panel, lights appear on it and their level visually increases, signaling that the child is close, and vice versa. This triggers basic interaction between the child and the system. The child recognizes that by moving closer or moving away from an object (in this case – the sensor).
The game allows children to experience physical movement and spatial perception in a very concrete way through interaction with technology. Through movement and tracking light reactions, the child learns how to control their movements, developing not only motor and spatial orientation skills, but also cognitive skills such as attention, concentration, pattern recognition, and cause-and-effect relationships.
CLAPPING GAME
The Clapping Game is an original game in which the device responds only to sounds with rapid intensity jumps (hand clapping, drumstick strike on a drum, ball strike on the floor, pencil strike on a table, etc.). It is designed to stimulate and practice gross motor skills, attention, concentration, patience, ability to delay reactions, and social skills in users.
In practice, it has proven effective with older children of average or above-average intellectual abilities. It is also recognized as a good motivational tool for working with children who are more motorically active, with scattered attention, and behavioral problems.
Individual Clapping Game
Technical Instructions: After turning on the panel, open the app and enter the JumpY device section when its symbol/photo lights up green. Then press the MODE button (in the lower right corner) and select CLAPPING GAME. A red line and a white line that moves from top to bottom and back will be displayed on the panel.
Goal: coordination of movement and accuracy of execution, developing attention and concentration.
Game Description: For this game, the child needs to stand in front of the panel. The therapist first demonstrates how to play - it is necessary to clap the palm against the palm strongly at the moment when the white line on the panel coincides with the red one. The task is for the child to repeat the same movement and synchronize it with the visual signals on the screen, at a precisely defined moment. Correct execution will be rewarded with green light and applause sound. A miss will be marked with red light and a sound indicating an unsuccessful attempt. Green lights at the bottom count correct answers, and blue lights at the top count incorrect ones. When green and blue lights merge, the game will reset and start again. You can also restart it at any time by pressing the button at the bottom of the app screen.
Adjustment (if necessary): If there is too much noise in the room, JumpY will "hear" that noise and react to it without affecting the player's clapping. In this case, adjust the sensitivity (slider at the bottom of the app screen) by moving the slider to the left until you find the appropriate sensitivity level. If JumpY cannot "hear" the clapping, adjust the sensitivity by moving the slider to the right until you find the appropriate sensitivity level.
Group Clapping Game
For a group game, children stand in a line in front of the panel. The first child in line should clap their palm against their palm strongly when the white line coincides with the red one. After the attempt, they go to the back of the line, and the next child has their turn.
Variation: One child can continue the game as long as they are successful. Only after an unsuccessful attempt does the child move to the back of the line, and the next child continues where the previous one left off.
Clapping Game with Ball
Instructions are the same as in previous games. Instead of clapping, the child can use a ball to strike the ground to produce sound. You can organize the game for one player or in groups as in previous examples.
DIFFERENCES
"Differences" is a game of identifying same and different colors.
This is an original game in which the device responds only to sounds with rapid intensity jumps (hand clapping, drumstick strike on a drum, ball strike on the floor, pencil strike on a table, etc.). It is designed to stimulate and practice gross motor skills, attention, concentration, patience, ability to delay reactions, and social skills in users.
In practice, it has proven effective with older children of average or above-average intellectual abilities. It is also recognized as a good motivational tool for working with children who are more motorically active, with scattered attention, and behavioral problems.
Technical Instructions: After turning on the panel, open the app and enter the JumpY device section when its symbol/photo lights up green. Then click the MODE option (in the lower right corner) and select DIFFERENCES. Two glowing fields of randomly selected colors will be displayed on the panel.
Goal: color detection and discrimination.
Game Description: For an individual game, the child stands in front of the panel. When the child recognizes fields of the same color on the panel, they need to produce ONE strong hand clap, and when they see DIFFERENT colors – they need to clap TWICE. Successful execution will be rewarded with green light and applause sound. A miss will be marked with red light and a sound indicating an unsuccessful attempt. After a response, new assigned colors automatically appear.
The device responds to any sound with rapid intensity jump, so the child can use a drumstick strike on a drum, pencil strike on a table, stick strike on a hard surface, etc., instead of clapping as a response.
When children master the game and develop good motor skills and movement coordination, you can move on to a more challenging task using a ball. This step involves faster and more precise execution of two consecutive taps, which represents a more complex task compared to the previous one.
Device Adjustment: If there is too much noise in the room, JumpY will "hear" it and react to it without affecting the player. In this case, adjust the sensitivity by moving the slider to the left until you find the appropriate sensitivity level. If JumpY does not respond to clapping, adjust the sensitivity by moving the slider to the right. On the second slider, at the bottom of the app screen, you can set how much time the player has to execute a double clap.
You can play this game, like the previous one, with a group of children.
RHYTHMIC PATTERN
"Rhythmic Pattern" is an original game in which the device responds only to sounds with rapid intensity jumps (hand clapping, drumstick strike on a drum, ball strike on the floor, pencil strike on a table, etc.). It is designed to stimulate and practice gross motor skills, attention, concentration, patience, ability to delay reactions, and social skills in users.
In practice, it has proven effective with older children of average or above-average intellectual abilities. It is also recognized as a good motivational tool for working with children who are more motorically active, with scattered attention, and behavioral problems.
Repeating rhythmic patterns requires that the child has developed certain motor, cognitive, language, and social skills. These aspects of development must be at an appropriate level for the child to successfully perform the activity, coordinating their movements with auditory and visual signals and instructions.
Follow My Rhythm
Technical Instructions: After turning on the panel, open the app and enter the JumpY device section when its symbol/photo lights up green. Then press the MODE button (in the lower right corner) and select RHYTHM. A white line will be displayed at the top of the panel.
Goal: imitation of movement and repetition of rhythmic pattern, development of perceptual abilities, development of attention and accuracy of execution.
Game Description: For an individual game - the child stands in front of the panel while the therapist claps their palm strongly against their palm to move the white line from the top of the panel. Then they form a simple rhythmic pattern by clapping to set a task for the child. Each time a sound is registered, a blue line will remain on the panel. When the white line descends to the bottom of the panel and the task is set, it returns to the starting position ready to move. After that, the therapist encourages the child to repeat the set rhythm, visually tracking when the white line will coincide with the blue one and producing a sound at that moment.
Adjustment (if necessary): You can adjust the game difficulty using the gray slider at the bottom of the app screen. The EASY option will make the blue field larger, giving more time for the child's reaction and enabling success. The HARD option makes the game more difficult by shrinking the blue field. If the white line moves too quickly, you can slow it down using the SPEED slider. If there is too much noise in the room, adjust the SENSITIVITY by moving the slider left or right until you find the appropriate level. Besides that, you can change the direction of line movement up or down.