Evaluation Summary - Category Ratings
Category ratings based on scale from 1 to 5 [3] = Meets Passing Criteria [4] = Excellent [5] = Outstanding / Best
( Only scores of 3 or higher are published. )
Product and service final rating is averaged from the sum of all evaluation category scores.
( With a total of 323 evaluation categories, only 6 of the applicable evaluation categories are featured for public view. )
|
Critical Skills Development |
Educational Value |
FunFactor™ |
Innovation Level |
Marketability |
Visual Appeal |
|
5 |
5 |
5 |
4 |
5 |
4 |
 |
|
 |
|
Safety / Quality Classifications |
|
|
|
 |
|
 |
|
CE Marked | UL Approved | JPMA Certified |  | (Not Applicable) |  | | | ASTM Compliant | eco-Friendly | eco-Conscious |  |  |  |
| CPSIA Compliant | Independent Lab Tested | Independent Lab Name | | (Unconfirmed) | Bureau Veritas | | LeadSafe™ - Surface Coatings/Paint
(Complies with 16 CFR 1303/CPSIA 101) | LeadSafe™ - Content / Substrates
(Complies with CPSIA 101) | PhthalatesSafe™
(Complies with CPSIA 108) |  |  | (Not Applicable) | |
| BPASafe™ (Complies with CPSI EN71) | Soluble Heavy Metals
(Complies with ASTM F963/CPSIA 106) | Mechanical/Physical (Complies with ASTM F963/CPSIA 106) |  |  | (Not Applicable) | | | Flammability - Solids/Textiles (Complies with 16 CFR 1500.44/CFR 1610) | Labeling of Hazardous Art Materials (Complies with ASTM-4236/16 CFR 1500.14(b)(8) ) | iWatchDog™ Approved (Complies with ICCS™ Certification Standards) |  |  |  |
| UPC | Manufacturer SKU | Age Grading | | | | |
| Manufactured In | Safety Hazard/Warnings | | China | None |
Introducing Can-Do Roo
Introducing Can-Do Roo. Can-Do Roo is an innovative as well as delightful game developed by the folks at Patch Products which holds far more in the PlayFactor™ arena than meets the eye at first glance. The object of the game is to collect the most "Fun Cards" before the "STOP" card is pulled from the Roo's pouch. Before you get too comfortable though, be aware that there is far more to Can-Do Ro than just grabbing and collecting cards out of the Roo's pouch. Are you ready to discover what makes this game so special and unique?
A Creative Concept In "Play"
There are plenty of games around which can often times make a buyer's decision making a challenge, but Can-Do Roo easily takes the challenge out of the equation. What may seem like just another simple game, in actuality delivers a creative concept in Play that rocks the house! Can-Do Roo provides a substantial stimulation to emotional reactions, motor skills, and development of critical/cognitive skills with its creative format of game play. The game play is simple, yet unique with a variety of colored action game cards. Each card has a specific action which must be completed by the player.
The "BLUE" cards are the "HOP" cards. A player must hop like a kangaroo according to the instructions designated on the reverse side of the card. For example: If the instructions specify a color, the player must hop to something they see of that same color. If it is a shape specified, the player must hop to something of that shape. Now if a number is designated, if the number is the player's age or greater, then they must hop that number of times while counting the numbers out loud simultaneously. If the number is LESS than the player's age, they must return the card to the Roo's pouch and lose a turn!
The "ORANGE" cards are the "NAME IT" cards. In this case, a younger player must name the letter on the reverse side of the card, but older players must name something that begins with that letter.
The "GREEN" cards are the "ACT AND SOUND LIKE" cards. The player must make the sounds and act the movements of the animal on the reverse side of the card.
The "PURPLE" cards are the "GIVE IT UP" cards. The player must give this card to any of the other players. The card counts as a point for the player the card is given to.
The "RED" cards are the "STOP" cards. If a player pulls this card out of the pouch, the game is ended.
Of course you must be wondering how the players win. Well, after the "STOP" card is pulled, players count their cards and the player with the most cards is the winner with the most point. ( Each card = 1 point ).
Understanding The Full Value Of Can-Do Roo
To understand the full value of Can-Do Roo, you need to grasp the multiple ways the game play stimulates a vast variety of a player's senses and skills. In addition there are also the multiple ways in which Can-Do Roo is optimal for use in the education environment. Diversity such as this is a vital factor in buyer decision making as well as most effective investment for both home and education industry buying.
Over the three month period in which Can-Do Roo has been evaluated in home-school, public school, and home environments, Can-Do Roo came through with nothing but the greatest results in our reports. All credentialed evaluators were consistent in their viewpoints in regard to the benefit of Can-Do Roo.
The Curriculum Content Specialist who evaluated Can-Do Roo, ( primarily for use in the educational environment ), provided us with an extensive and quite detailed report. In a quote from that report, she stated, "After reviewing the videos from the schools and notes from my discussions with school staff, there was an unmistakable improvement of the interactive social and learning skills of the second test group of students who played Can-Do Roo, in comparison to the first group which were following the regular curriculum." She also made note of, "Repetitive play with Can-Do Roo appears to create a strong increase in general coordination, memory skills, attention span, and executive action capability, but I would need extensive further study to validate any real feasible case study."
It is clear to see that Can-Do Roo is not just an "average" game. It has a multi-application format for learning while generating a perpetual interest which develops a solid period of Play. Have a greater period of Play for a child, skill development improves accordingly.
Primary Learning and Development Skills
When you look at each of the unique and specified actions to be completed with each of the colored cards, they each have their own targeted function for a specific productive result to be achieved. The combination of all actions from each of the colored cards delivers a vast array of potential benefit for each child playing the game. Rather than taking the approach of one or two points of focus and results, Can-Do Roo covers an extensive gamut of primary learning and developmental skills. Can-Do Roo contains the elements we look for in products which have what it takes to be inducted into The Toy Man™ Product Guide.
Consumers Give Their Opinions
Consumers hold no punches when it comes to hands-on evaluation of a product. We have already seen all too many times in the past where products we have provided for consumer hands-on evaluation were literally blasted out of the universe with negative feedback. Let's see how Can-Do Roo faired in our latest evaluation.
For consumer hands-on evaluation of Can-Do Roo, we took it to a number of public parks in Las Vegas, along with multiple other products to get hands-on feedback from consumers. Now it is a vital fact to remember that although we were doing a hands-on evaluation with consumers for Can-Do Roo, there were other games we had on hand which were undergoing the same evaluation under the same unbridled opinions of the consumers. It is important that you remember we are not comparing products, consumers are sitting down and playing them and filling out a product evaluation form where anything goes when it comes to their opinions.
At every park we took all of the products, Can-Do Roo had a good reaction, most commonly hearing comments about "...the cute kangaroo". It appeared at each park that we might have a difficulty in getting kids to play with Can-Do Roo, but it turned out to be far different than expected. It appears that as soon as other kids saw our first players performing their actions specified on the action cards, that was more than a sufficient catalyst to draw the attention of others.
There were not a large amount of feedback forms turned in from our consumer hands-on participants, I am assuming partly due to the direct interviews with the participants for their honest feedback. The overall responses made it clear that Can-Do Roo was well liked by the kids and the adults alike, especially, "...the cute kangaroo". If anything, I would be willing to say that the kangaroo was the winning attraction of this game without a doubt. We did have one mother though, who said, "That game really made my kids laugh and giggle. I'll never hear the end of it today, but I was glad to see a game like that here." Nothing is more enjoyable than seeing parents and kids having so much fun while we are videotaping their playing and doing interviews with each of the participants.
Product Evaluation Summary Category Ratings Defined
While other organizations will define their ratings in a "blanket" method which simply defines each rating in an overall usage, we choose to take a different approach. Each individual rating that was assigned to this product, based upon our evaluation process, is briefly explained as to how that specific rating score was reached. The ratings for this product are listed below.
CRITICAL SKILLS DEVELOPMENT: Rating Level 5 - The level of critical skill development for a person when playing Can-Do Roo is easily determined. The game is quite stimulating and requires specific actions which are vital to critical skill development. Can-Do Roo contributes to development of coordination, memory, focus, attention span, and executive action capability, as well as visual and spatial perception skills.
Interactive social skills are greatly enhanced from repetitive play with Can-Do Roo. This is turn provides a substantial influence in regard to improvement of self-esteem and overall self-improvement. Can-Do Roo ranked the highest score available in this category.
EDUCATIONAL VALUE: Rating Level 5 - The educational value for Can-Do Roo was easy to determine at first glance. Can-Do Roo has a variety of contributing factors to ensure that the players get a maximum stimulation to their brain cells as they have to perform each action specified on each card. As each player plays their turn, the players are all learning not just from their own actions, but from the visual, tactile touch, and audible experience of the game. Letters, words, numbers, colors, it's all here in one single game. In this category, the educational level is quite substantial when you consider all of the stimulation to the thought processes that occur when playing this game. A game learning and just plain fun, it helps to strengthen a player's level of educational skills regardless of age. The final analysis of our evaluation of Can-Do Roo in this category was a perfect score.
FUNFACTOR™: Rating Level 5 - FunFactor™ was well up the ranking in scoring with Can-Do Roo. The response we saw with the players always showed a strong and intensive level of FunFactor™ as well as PlayFactor™. There appeared to never be a moment when the players were not having fun. Can-Do Roo really stirs up the social experience with the players which gets the various personalities of the players to begin to come out in full bloom with a generous time of laughter and fun. In this category, the FunFactor™ level for Can-Do Roo was a perfect score.
INNOVATION: Rating Level 4 - Can-Do Roo has taken a completely different approach to gaming by taking an innovative new approach with colored action cards which require actions to be acted out by the players. Fresh, new, innovative ideas in gaming design are always needed and that is what Can-Do Roo delivered in this category. With learning of letters, numbers, colors, and so much more all wrapped up into a single product, Can-Do Roo was well above average when it comes to innovation level yet there was just not enough of a level of innovation to pull a perfect score. Can-Do Roo falls short of a perfect score by a single digit in this category.
MARKETING VALUE: Rating Level 5 - The marketing value of Can-Do Roo was quite easy to determine. The manner in which you determine the marketing value depends upon whether you are looking at it from the retail store market as a whole, or from the position of specialty/hobby stores. What you have here is a game which just as a limited few other inductees, draws attention for the specific target market intended, and then some! This adds great value to the scoring in regard to marketing value. Now add a price point that is an eye opener and you have an absolute hit! Based upon that, Can-Do Roo pulls a perfect score in this category.
VISUAL APPEAL: Rating Level 4 - When it comes to visual appeal, the Can-Do Roo packaging alone is is quite appealing for an evaluator, as well as a consumer. The kangaroo and color scheme used tend to draw immediate attention to grab the box and learn more about it. In our consumer hands-on evaluation, Can-Do Roo proved to pull some serious attention. The biggest point of attention was the kangaroo inside the box with its little pouch which holds all of the colored action cards.
Now although the packaging was great in visual impact, the combination of what the box held inside didn't hold enough of a WOW!Factor™ to pull a perfect score. When you combine the packaging visual appeal with kangaroo, colorful action cards, and the scoring from our own evaluation and the consumer feedback, Can-Do Roo had a score one digit short of a perfect score in this category.
|
|
|
|
 |
|
 |
|
| Seal of Approval:
Approved |
|
|
 |
|
 |
|
 |
|
 |
|
| eco-Recognition™
Seal:
Not Eligible |
|
|
 |
|
 |
|
 |
|
 |
|
| Award of Excellence:
Approved
|
|
|
 |
|
 |
|
|
 |
|
 |
|
THE TOY MAN® PRODUCT GUIDE AWARDS
"The globally recognized awards that are received by a limited few...
and give a product the well earned recognition it deserves!" |
|
|
 |
|
 |
|
|
 |
|
 |
|
 |
The
products and online services which become recipients of "The Toy Man® Award of Excellence" acheived an evaluation category rating average of [5] Stars, the highest level of rating available on a 1-5 scale evaluation model. The average is based upon the overall average from all applicable evaluation categories, not just the 6 evaluation categories featured in this summary. |
|
|
 |
|
 |
|
| |
|
 |
|
 |
|
 |
"The
Toy Man® Award serves as an emblem of recognition for products & online services that contribute substantially to positive skill growth and/or productivity. |
| ( This includes books, CD's, DVD's, consumer electronics & accessories, recreational games and equipment, home furnishings, juvenile, software, toys and specialty. ) |
This distinguished award is exclusive as well as unique, with the editor's signature which represents a product being selected as an . |
PLEASE NOTE: The eChoice™ Award images which were used from 1971-1984, 1984-2007, 2007-April 2010 have been retired. Although the former versions of the eChoice™ Award have been retired, they still remain valid. |
|
|
 |
|
 |
|
|