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Creative's- Knowledge Booster – Matter & Energy

Creative’s Science Knowledge Boosters | Matter & Energy | Ages 6+

315.00
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Creative’s Science Knowledge Boosters – Animals | Ages 5+

315.00
Creative's- Knowledge Booster – Animals

Creative’s Science Knowledge Boosters | Animal Kingdom | Ages 4+

315.00

Creative’s Science Knowledge Boosters – Animal Kingdom is a 24-piece self-correcting match-up card game that builds young children’s knowledge of animals, their characteristics and habits through picture-to-definition pairing. Designed for children aged 4 and above, it works at home, in the classroom, and in structured learning settings.

About This Product:

  • ANIMAL FACTS & CHARACTERISTICS VOCABULARY GAME
    24 match-up sets cover the distinctive characteristics and habits of animals including horse, hen and more with vivid illustrated picture cards.
  • SELF-CORRECTING PUZZLE MATCH-UP FOR AGES 4+
     Interlocking jigsaw-shaped card pairs let young children verify every answer independently, building confidence from the very first match.
  • SCREEN-FREE CURRICULUM-ALIGNED ANIMAL SCIENCE ACTIVITY
     Conforms to all National Curriculums; introduces animal knowledge to children from age 4 without any screen, phone or tablet.
  • HOME, CLASSROOM & STRUCTURED LEARNING USE
     Activity Guide includes Memory and I Spy game variations; supports hands-on learning across home, classroom and therapy environments.
  • QUALITY, SAFETY & TRUST
     Creative’s products are proudly made in India, conforming to BIS Safety Standards (IS 9873 – Part 1) and EN71 Part 1, 2 & 3 with European Toy Safety Standards trusted by parents and educators since 1987.

Creative's Science Knowledge Boosters – Animal Kingdom gives children
from age 4 a hands-on way to discover the animal world — covering the
distinctive characteristics and habits of 24 different animals through self
correcting picture-to-definition card match-ups, with descriptions written
in simple, child-friendly language.

Children pick up a picture card — a detailed horse illustration, a farm hen
and find the card that names the animal and explains what makes it unique.
The interlocking puzzle edge confirms every correct match instantly,
so young children play independently, self-correct without frustration,
and genuinely absorb what they learn.

Parents value it because it works from age 4 and maps to national
curriculum animal science topics, while the Activity Guide's Memory
and I Spy variations keep children engaged well beyond a single sitting.
Teachers reach for it as a ready-to-use desk activity that reinforces
animal science without any preparation.

How Children Learn

  • A child picks up the HORSE picture card, studies the detailed
    illustration of the brown horse, then searches through definition
    cards to find the one that describes a strong-legged animal that
    eats grass and hay connecting image to language naturally.
  • The puzzle-shaped card edge acts as a built-in answer check: pieces
    that don't interlock tell the child immediately to try again no adult
    frustration, no wrong-answer stigma.
  • Across 24 animals, children build a real mental library of characteristics
    what a hen eats, why a horse runs fast moving from recognition
    to recall through repetition.
  • The Memory game variation challenges children to flip cards face-down
    and recall positions, adding a working memory layer on top of the
    animal science content.
  • When played with a sibling or parent, children read the definition
    aloud and explain their match turning a card game into a natural
    conversation about the animal world.

Skills Developed

  • Animal / Nature Awareness
  • Science Knowledge & Vocabulary Development
  • Visual Discrimination
  • Cognitive Development & Recall
  • Problem Solving
  • Focus and Attention
  • Language Development

Who Is It For

  • Children aged 4 and above beginning to learn about different
    animals, their characteristics and habits.
  • Early years and primary school teachers who need a curriculum
    aligned animal science activity that children can use independently.
  • Parents homeschooling young children through early science topics
    including animals and the natural world.
  • After-school programme coordinators looking for self-directed,
    screen-free animal science activities for mixed-age groups.
  • Learning support and early intervention teachers who use structured
    matching tasks to build vocabulary and focus from age 4.
  • Grandparents and gift-givers wanting a purposeful, school-linked
    gift for a child aged 4 and above.

PRODUCT FEATURES 

Age Group – 4 Years and Above
Players – 1 or more (individual or group play)
Play Type – Self-Correcting Picture-to-Definition Match-Up Card Game
Educational Category
Science / Animal Kingdom / Characteristics & Vocabulary
Contents
24 Two-Piece Match-Up Card Sets + Activity Guide
Safety Certifications
CE Marked | REACH Compliant | Phthalates Free | Choking Hazard Warning:
Not suitable for children under 3 years | BIS (IS 9873) | EN71 Part 1, 2 & 3
Manufacturer – Creative Educational Aids Pvt. Ltd., Greater Noida, India
Reference – 0197
Curriculum – Conforms to all National Curriculums
Packaging – Minimum 75% Recycled Material

Weight0.576 kg
Dimensions22.5 × 22.5 × 5 cm
  • Play, Learn & Grow
  • Super-Fast Delivery
  • Skill Based Educational Toys
  • Premium Quality

Description

Creative’s Science Knowledge Boosters – Animal Kingdom gives children
from age 4 a hands-on way to discover the animal world — covering the
distinctive characteristics and habits of 24 different animals through self
correcting picture-to-definition card match-ups, with descriptions written
in simple, child-friendly language.

Children pick up a picture card — a detailed horse illustration, a farm hen
and find the card that names the animal and explains what makes it unique.
The interlocking puzzle edge confirms every correct match instantly,
so young children play independently, self-correct without frustration,
and genuinely absorb what they learn.

Parents value it because it works from age 4 and maps to national
curriculum animal science topics, while the Activity Guide’s Memory
and I Spy variations keep children engaged well beyond a single sitting.
Teachers reach for it as a ready-to-use desk activity that reinforces
animal science without any preparation.

How Children Learn

  • A child picks up the HORSE picture card, studies the detailed
    illustration of the brown horse, then searches through definition
    cards to find the one that describes a strong-legged animal that
    eats grass and hay connecting image to language naturally.
  • The puzzle-shaped card edge acts as a built-in answer check: pieces
    that don’t interlock tell the child immediately to try again no adult
    frustration, no wrong-answer stigma.
  • Across 24 animals, children build a real mental library of characteristics
    what a hen eats, why a horse runs fast moving from recognition
    to recall through repetition.
  • The Memory game variation challenges children to flip cards face-down
    and recall positions, adding a working memory layer on top of the
    animal science content.
  • When played with a sibling or parent, children read the definition
    aloud and explain their match turning a card game into a natural
    conversation about the animal world.

Skills Developed

  • Animal / Nature Awareness
  • Science Knowledge & Vocabulary Development
  • Visual Discrimination
  • Cognitive Development & Recall
  • Problem Solving
  • Focus and Attention
  • Language Development

Who Is It For

  • Children aged 4 and above beginning to learn about different
    animals, their characteristics and habits.
  • Early years and primary school teachers who need a curriculum
    aligned animal science activity that children can use independently.
  • Parents homeschooling young children through early science topics
    including animals and the natural world.
  • After-school programme coordinators looking for self-directed,
    screen-free animal science activities for mixed-age groups.
  • Learning support and early intervention teachers who use structured
    matching tasks to build vocabulary and focus from age 4.
  • Grandparents and gift-givers wanting a purposeful, school-linked
    gift for a child aged 4 and above.

PRODUCT FEATURES 

Age Group – 4 Years and Above
Players – 1 or more (individual or group play)
Play Type – Self-Correcting Picture-to-Definition Match-Up Card Game
Educational Category
Science / Animal Kingdom / Characteristics & Vocabulary
Contents
24 Two-Piece Match-Up Card Sets + Activity Guide
Safety Certifications
CE Marked | REACH Compliant | Phthalates Free | Choking Hazard Warning:
Not suitable for children under 3 years | BIS (IS 9873) | EN71 Part 1, 2 & 3
Manufacturer – Creative Educational Aids Pvt. Ltd., Greater Noida, India
Reference – 0197
Curriculum – Conforms to all National Curriculums
Packaging – Minimum 75% Recycled Material

Additional information

Weight0.576 kg
Dimensions22.5 × 22.5 × 5 cm

Watch How Kids Learn Step-by-Step!

Skill Development

Material & Safety

Educational Skills Developed

Vocabulary

Age Group

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