Locates a target
Recognizes what needs to be selected and brings the finger or cursor to it.
Digital activities can practice hand-eye coordination and accurate device control through touch, drag, trace, aim, and mouse actions, while still complementing real hands-on movement.
In Zivaro Kids, the child practices real actions from the games: moves a cursor or finger, touches a target, clicks, drags, follows a moving item, connects dots, distinguishes between mouse buttons and uses the wheel or zoom gestures. The goal is a gradual familiarization with touch and mouse control - through clear tasks and not through a disconnected technical exercise.
Every action is connected to a visible goal and an immediate response of the game.
Recognizes what needs to be selected and brings the finger or cursor to it.
Holds down while dragging and releases at the appropriate place.
Connects dots, draws a line or changes direction without losing continuity.
Receives clear feedback, tries again and improves direction or timing.
The page is about digital control within games. The activities are not motor therapy, diagnosis or a substitute for movement, creation and physical play outside the screen.
From the first movement to a more precise action
The tracks are not fixed grades by age. Everyone practices a different kind of connection between what the eye sees, what the hand does and what happens immediately on the screen.
Move a mouse or finger and see light, stars or parts of the image change. Thus the child discovers that his action affects the screen even without yet hitting a small target.
Select a moving fish, tile, image or dot and perform an action in the correct place. The target can be large at first and narrow as the task requires more precision.
Hold an item, move it in sequence and drop it at the destination. In the drawing and reconstruction tasks, the child maintains the action along the route and stops when he has reached the appropriate place.
Connect dots in order to make a picture, letter or number. Here the accuracy is not only in the place of the click - the child also keeps the order and continues to the next point.
Practice double-clicking, distinguishing between the right and left buttons and using the scroll wheel. In the mining mission you can approach the wall using a wheel or zoom gesture and then select the gold.
Aim a kick by dragging, grab a moving target or activate two sides together. The action combines looking, choosing a direction and timing the hand or both hands.

Same game goal, different connection between the hand and the screen
The finger goes straight to the target. Tap, drag, double-click and zoom gestures feel immediate, so touch can be a comfortable starting point for a young child.
The hand moves on a surface and the cursor moves somewhere else. The child learns to connect them, hold a button, distinguish between buttons and use the roller without losing the goal.
Broad computer skills—keyboarding, navigation, and digital independence—are explained on a separate page. Here the focus is on the coordination between vision, hand movement and game response.
Short answers before choosing an activity
Touch is usually more direct: the finger reaches the item itself. A mouse requires a link between the movement of the hand and the movement of the cursor, so you can start with touch and move to the mouse gradually - or choose what is convenient for the child.
There is no one-size-fits-all age. Start when the child understands a simple goal and can try a short action. Activities with free movement and large goals are more suitable for beginners than tasks with buttons, scrolling or sequence of dots.
Many of the activities support both control methods, but how they work may vary. For example, a double-click can become a double-tap, and a mouse wheel can replace zoom gestures on a touch screen.
They can practice finger movements, precision, dragging and hand-eye coordination within a digital interface. Fine motor skills also include grasping, cutting, threading, building and drawing by hand, so it is important to incorporate physical activities outside the screen as well.
Only certain tasks explicitly practice distinguishing between right and left buttons. In other activities, a normal click, touch pad or touch screen is sufficient.
Choose an activity with a large item and a clear goal, demonstrate once how to hold and release and then allow the child to try. If it's difficult, temporarily return to tap or free movement.
The child has to choose a suitable place and perform two actions at a close pace. In Zivaro games it appears as a clear goal in itself, and not as a hidden requirement within another mission.
Yes. There is an activity where you press both sides together to send a ball in a straight line. It combines timing between the two hands with understanding the result on the screen.
No. The game's feedback allows you to understand what happened and try again. You intervene when the child does not understand the required action, and not only because the first attempt was unsuccessful.
No. These are games to practice touch and mouse control within the app. They are not a diagnosis, occupational therapy treatment or a substitute for professional recommendation and varied physical activity.
On the early access page you can read the joining conditions and leave details. In the activity map you can see how coordination and control appear next to language, arithmetic, science, memory and creation.