ThinkFun®, Inc., the leading creator of mind-challenging games, is pleased to introduce ThinkFun® Game Club™, an innovative new program where students play fun mind-challenging games in a structured, nourishing environment.
“ThinkFun® Game Club™ is an exciting new program that was designed for school communities by school administrators, teachers and involved parents. We spent the last two years designing, refining and testing the program in a variety of school settings and are confident that the comprehensive system we built is ideal for teaching essential thinking skills in a fun, nourishing environment,” said Bill Ritchie, CEO and Co-Founder of ThinkFun. “Our vision is that this program will create breakthrough learning opportunities for children all over the world, helping parents become more involved in their school community and providing teachers with a system that truly makes learning fun.”
ThinkFun’s dedication to creating innovative products and community-based programs goes back to its founding in 1985. Co-Founders Bill Ritchie and Andrea Barthello started the company with a mission to make learning fun by engaging and educating kids with family-oriented mind-challenging games. Today, after years of research and development, ThinkFun® Game Club™ has emerged as a pioneering, community-based method for helping kids build essential thinking skills through play, uniting families and schools in an unprecedented manner.
ThinkFun® Game Club™
ThinkFun® Game Club™ provides a unique opportunity for a nurturing play experience and is ideal for both the classroom and after school programs. The ThinkFun® Game Club™ program consists of three essential components that encourage kids to play mind-challenging games in a structured, nourishing environment.
- The first component includes an organized learning play system that allows ThinkFun’s Mind Challenging Games to be used in structured group play sessions. ThinkFun provides the essential learning tools and resources to ensure the success of every Game Club program.
- The second program element incorporates an incentive prize system that allows parents and teachers to organize an event at their local school using ThinkFun games. The Game Club Event generates community involvement and provides a fun, social experience for kids, parents and teachers.
- Lastly, the program provides a fund raising opportunity that allows local retailers to partner with area schools to sell ThinkFun games at community events. Each fund raising event is a unique way to bring additional funds to local schools and build relationships with community retail stores.
ThinkFun will launch the program on a national basis beginning in the second quarter of 2007. ThinkFun is inviting a select group of retail partners to join the ThinkFun Pioneers Program. The Pioneers program will offer exclusive marketing tools and support to retailers who share in the mission of nurturing young minds through community-based programs.
“ThinkFun® Game Club™ brings teachers, families, and community leaders together in one comprehensive enrichment program,” explains Bill Ritchie, Co-Founder of ThinkFun. “It’s an unprecedented opportunity for kids of all ages to develop essential thinking skills, build important character traits and have fun all at the same time.”
ThinkFun will be highlighting the new Game Club program, along with their complete line of mind-challenging games during The International Toy Fair held on February 11-14, 2007 at the Javits Center in New York City, Booth #1819.
ThinkFun has also established a web site to provide additional resources and information at www.thinkfungameclub.com.
About ThinkFun, Inc.
For 32 years, ThinkFun Inc. has been dedicated to creating games that spark curiosity, cultivate confidence, and nurture life-long learners. Our games encourage interest in Science, Technology, Engineering, Art, and Math (STEAM), while generating excitement for a world of learning through play. Innovation, creativity, value, and fun are the four elements that comprise the development of every game. Ignite the mind, and change the world for each player.