About Mimi & Co

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Mimi & Co – An educational game proven to increase language, including social and emotional vocabulary, in preschool pupils

Mimi and Co is a language rich online game for 2-4 year olds to play with an adult in the home environment. Developed by the London Borough of Hackney’s Education Department, it uses memorable songs and interactive games with increasing levels of challenge to teach children new words relating to feelings, actions and body parts. The game aims to enhance children’s communication skills particularly vocabulary and language recognition.  Parents/carers can use the game to foster confidence in their child and help them form a positive sense of themselves by articulating their feelings. 

The game addresses the issue of variable language development in the pre-school period by boosting knowledge and use of new words.  Research has proven that the size of a child’s vocabulary is a predictor of future success. Children who reach the age of 5 with limited language are much less likely to catch up with their peers and are actually six times less likely to reach the expected standard in English at 11 years old.

A prototype version of the game was independently evaluated by Edinburgh University.  The research found:

  • Children showed significant gains in both expressive and receptive vocabulary including measures of vocabulary depth and breadth. Proportional gains exceeded the success criterion set and were statistically significant. 95% of children made gains of 10% or more in vocabulary following at least 40 minutes of gameplay, with children learning on average 5 new words. Overall, children made average vocabulary gains of 70%; exceeding the 10% success criterion.
  • Children reported that they enjoyed the game and thought they learnt new words. The large majority said they would be interested in playing again. Children who had access to the game over a two-week period at home showed consistently high (but not obsessive) rates of play where data were available. This was reinforced by parent reports which also mentioned child enjoyment.
  • All parents felt that the game was suitable for their child’s age and that it supported learning in the areas of ‘communication and language’ and ‘personal, social and emotional development’. All parents were able to provide examples of something that their child had learned.

The game fits firmly within the requirements of the statutory framework for the early years’ foundation stage in that it will provide children with an opportunity to experience a rich language environment and develop their confidence and skills in expressing themselves, and it will also help them to develop a positive sense of themselves and others, manage their feelings, and understand appropriate behaviour.

Having access to the game will provide crucial parental involvement in the early years. Other research has produced convincing evidence that the earlier parents become involved in their child’s language and literacy practices, the more profound and longer-lasting the effects (e.g., Bonaci et al., 2011; Flouri & Buchanan, 2004).

The game will provide an enjoyable experience for children and their parents/carers. A large majority of children involved in the Edinburgh Study said they would be interested in playing again. Children who had access to the prototype over a two-week period at home showed consistently high (but not obsessive) rates of play where data were available. This was reinforced by parent reports which also mentioned child enjoyment and the calming nature of the gameplay experience.

Playing the game will give children a head start with learning. All but one of the parents involved in the prototype research liked to know that their child is learning if they play an electronic game and all but two voiced the opinion that it is important to consider a child’s learning from this early age rather than wait until later.

The game also has the potential to help children with language difficulties. Research has proven that children with language difficulties at 5 are more likely to have reading difficulties in adulthood, three times as likely to have mental health problems and twice as likely to be unemployed as an adult.

The game’s purpose of increasing language including social and emotional vocabulary in preschool pupils is fully aligned to the London Borough of Hackney’s wider educational remit of improving social mobility and opportunity.

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