Bastion
LQ: 9.15
Recommended Age: 10+
Skills Used: Planning, Working Memory, Mathematics, Reading
In Electric Box 2, the goal of the game is to create a path for electricity to follow, enabling it to travel through different objects on the grid to ultimately power up a final target. The player must position a variety of objects in a pattern that will allow electricity to travel from the starting point to the destination. Electricity reacts differently to each object, so the player will have to think creatively in order to determine the best position to place each one. The game does not contain any inappropriate material, but some reading is required to learn the game’s mechanics and certain levels may be too challenging for very young players. Due to these considerations, Electric Box 2 is recommended for players ages 8 and older.
Developing a systematic approach for setting and achieving goals.
In Electric Box 2, the objects the player places are meant to enable a series of reactions, with one activating the next until the electricity reaches its target. This process requires the player to think ahead when deciding where to place each object, predicting how the electricity will react. If objects are arranged at random or without strategically considering the outcome, the player will not be able to conduct electricity to the destination and complete the level.
Recalling and retaining information in our minds while working.
More and more objects are added to the game as the levels advance, requiring the player to memorize the different functions and uses of each one. By quickly recalling the ways electricity will react to each object, the player can move more quickly through a level, which in turn results in a higher score. If the player fails to commit the properties and usage of the different objects to memory, she will be forced to re-read the descriptions mid-game, hurting her final completion time and decreasing the number of points she earns.
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