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Sudoku is a puzzle game. The classical Sudoku is a large 9x9 square. It is also divided into nine 3x3 squares. Certain figures are already filled in. The task is to fill in the open small boxes with numbers so that each line, column, and 3x3 smaller square contains the numbers from 1 to 9.  Sudoku is not exclusively a number game, but rather a symbol game.  You can substitute letters or images for the symbols 1-9. If you use figures, you are constantly occupied with counting. The game provides for visual recognition and visual sequencing training.


The Sudoku Puzzle was created by an American, Howard Garns, in 1979, and introduced in the magazine Dell Pencil Puzzles & Word Games under the name "Number Place."  It was popular in Japan in 1986 in Japan under the name Sudoku. It made an international breakthrough in the year 2005.

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Sudoku Stapel

Significance in training

Training with Sudoku is particularly recommended for individuals with dyslexia and/or dyscalculia.  It strengthens logical thinking, and helps dyslexic/dyscalculic individuals to memorize/retain abstract symbols through play.  The significance with regard to the AFS-Method (Attention, Function and Symptom Training) can be seen as follows:

Attention training

Holds the attention for a designated foreseeble timespan:  The puzzle lasts several minutes, and therefore has an optimal timespan. 

Function training

- Training of visual recognition
- Training of visual sequencing

Symptom training

- Memorization/retention of numbers
- Continuous counting
- Logical thinking as mathematically
- Required exercise repetition through play


Motivation is high, because rapid progress is possible with the correct task assignments (degree of difficulty).  The puzzle can be solved independently and without time constraints.  Testing can simply be done by the trainer or the student can do it through following the solution.

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