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following games are recently published or will be published soon. These products can be located using either
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FOCUS™
Research has shown conclusively that the two treatments that are most
effective in improving attention spans for children diagnosed as ADD or ADHD
are medication and behavior modification.
A combination of both treatments usually works better than either one
alone. Focus™ is essentially a
behavior modification program in a box.
Focus™ is a game that children have fun playing. It is structured to encompass the essential
elements of behavior modification and designed to have the greatest positive
impact on attention. In behavior
modification children receive specific positive reinforcement for accomplishing
a task within an appropriate time frame and without being distracted. The rewards are usually in the form of
tokens. This game provides two ways for
players to win tokens – with or without a distraction.
The game has 3 sets of task cards that describe tasks that the players
have to complete in order to earn their tokens.
Each task requires concentration and continuing attention and includes:
1. Categories: Players have to
list things that belong in a specific category, such as listing five fruits
that have one large pit in the middle.
2. Forward
and Back: Players have to recite
things forward and/or backwards, such as reciting the alphabet forwards and
backwards from A to F.
3. Problem Solving: The game
comes with various cut out shapes and cut out words. Using shapes, the players have to create a
specific design, like a triangle similar to the pattern on the card, using the
shapes provided. Using words the players
have to create a sentence, like a sentence in which someone throws something to
someone else.
A player can elect to perform the task without distraction and win one
token or with distraction and win two tokens.
The distraction is optional. The
distractions are provided by one of the other players, who pick a Distraction
card. This card may ask the distracting
player to hum “Happy Birthday” or tap fingers on the table while the other
player is trying to accomplish the task.
Players can earn more tokens when they attempt a task while distracting
events are taking place. Distractions
are the most common reason people lose focus on the task at hand. This game gives players much needed practice
that improves their ability to stay focused on tasks, even with distractions.
There are both competitive and cooperative versions for grades
1-12. There are three decks of Task
cards with varied levels of difficulty: easier, regular, and challenge. The key is for the players to be able to complete
the task most of the time if they concentrate and are not distracted. Difficulty of the tasks can also be varied by
imposing a time limit and permitting the use of paper and pencil for certain
tasks.
Playing Time: Flexible from 25
minutes to 50 minutes.
Players: 2 - 5
Grades 1-12 (three sets of cards: Easier -grades 1-5, Regular - grades
6-8, and Challenge – grades 9-adult)
Publication Date: July 2009
Learning Objectives - Players:
1. improve
their ability to stay focused on tasks until they are completed;
2. learn
to do a better job handling frustrations;
3. learn
to anticipate distractions and create strategies to overcome them;
4. learn
the benefits and rewards of focusing;
5. learn
to tune out distractions and keep focused.
Play-2-Learn
Dominoes®: Cyber Smart
Play-2-Learn Dominoes: CyberSmart
is an educational domino game designed to teach young people how to navigate
the dangerous waters of the Internet, including wireless devices such as cell
phones, PDA's, and MP3 players. Major topics covered include Internet
predators, Internet bullying, scams, viruses, and the practice of pro-social
Internet behavior. It is designed for
students in grades 3 - 7. It also can be
used as high interest material for students who are less savvy than their peers
about the Internet and its dangers.
Before playing a domino, a player picks a card from one of the four
decks and either answers a question or practices a skill. The Mystery
Cards pose scenarios that the players have to resolve, True-False Cards are questions with a distinctly right or wrong
answer, Multiple-Choice Cards give
several answer options to choose from, and Opinion
Cards are open-ended questions in which a second player gets a chance to
agree or disagree with the first player's answer.
Playing time: Flexible from 30
minutes - 45 minutes
Players: 2-5
Grades: 3 – 7
Publication Date: July 2009
Learning Objectives - Players will:
1. learn the dangers of predators on the web
and specific steps they can take to stay safe;
2. learn how to deal with the epidemic of
on-line bullying, and specific steps they can take as a target of bullying or a
bystander;
3. learn about scams and guidelines on how to
avoid them;
4. learn strategies for avoiding worms, viruses
and unwanted age-inappropriate materials;
4. learn how the dangers and problems of the Internet has spread to
wireless devices such as PDA's, MP3 players, Blackberries, and cell phones;
5. learn how to be a good Internet citizen and
practice pro-social skills such as courtesy, “Netiquette” and caring when on
line.
Bully Safe ™
Bully Safe™ is an educational card
game that teaches a systems approach to reducing bullying behavior. All children have been involved in bullying
incidents, whether as a target, a bully, or a bystander. Players learn that everyone can play an important
role in reducing bullying. The target of
the bullying will become the victim if he/she cannot stop the bullying
attempt. In addition, the bystander who
laughs when the bully makes fun of another student is unwittingly rewarding the
bully with the status he/she seeks and encouraging more bullying.
Like other behavior, bullying behavior is not random,
rather it is motivated by specific goals.
Most bullying is motivated by social goals, such as status, popularity,
power, having fun, etc. The game emphasizes
that all students in the school community have the ability to support bullying
or to discourage it. Students learn
concrete, non-violent skills to use in bullying situations. In addition to the game's systems approach,
it differs from most other approaches to bullying in two important
respects. First, it pays attention to
the potentially positive role of the bystanders. Second, it gives bullies positive skills to
use to achieve their goals without resorting to bullying behavior.
The game box includes rules for both cooperative play and competitive
play. In each version players read
Situation cards that describe typical middle school bullying behavior. Players then offer advice to the target, the
bystanders, or the bully (on how the bully can achieve goals using pro-social
skills instead of bullying). Players
earn tokens for their sound advice. In
order to facilitate learning and help the players give sound advice, the game
includes a list of non-violent skills that targets and bystanders can use to
reduce and stop bullying. Players also
learn when it is appropriate to seek help from a trusted adult.
Playing time: Flexible–from 25
minutes to 50 minutes.
Players: 2 - 5
Grades: 5 - 8 (two sets of cards:
red Situation cards and blue Advice cards)
Publication date: July 2009
Learning Objectives - Players:
1. learn that all students have an important
role to play in preventing bullying;
2. learn skills that they can use to prevent
and discourage bullying if they are targets of bullying;
3. learn skills that they can use to prevent and discourage bullying if
they are bystanders, whether they are present at the bullying or hear about the
bullying before it takes place or later on;
4. learn that people use bullying behavior to
achieve certain goals and what those goals tend to be;
5. learn positive skills that former bullies
use to achieve their goals without bullying.
Splitsville™
Children are faced with many challenges when parents
separate/divorce. Splitsville™
introduces children to the six skills they will need to successfully navigate a
parental separation. The game uses ice
cream sundae pieces to teach important coping skills.
At the start of the game and along the way they read poems on road signs
that bolster confidence and set a positive, optimistic tone to the game.
Players start with a sundae cup and add all parts of the sundae by
spinning and answering questions in each category. Each delicious topping helps teach an
important coping skill, and each topping is represented by a deck of cards.
Bendable Banana teaches the importance
of flexibility as children adjust to the rules, routines, and expectations of
different households. Cool Down Ice
Cream introduces calming techniques and Ooey Gooey Feelings gives children healthy ways to manage upset
feelings. Rainbow Sprinkles reminds
youngsters to look for the positives in their daily lives, while Nutty Nuts encourages children to talk
out problems if setbacks do occur. Finally, Cheerful Cherry promotes a favorable attitude toward the future.
The game is completed when all parts of the sundae have been collected.
Playing Time: Flexible from 25
minutes to 50 minutes.
Players: 2 - 5
Grades: 1 - 6
Publication Date: July 2009
Learning Objectives - Players will:
1.
recognize how rules, routines, and expectations vary among different
households;
2.
identify trusted people to rely upon during times of change;
3.
learn relaxation strategies and healthy ways to manage upset feelings;
4.
communicate to trusted adults if feelings become overwhelming;
5.
look for and appreciate the positives in daily life;
6.
identify aspects of life that can be controlled;
7.
recognize the benefits of focusing on positive thoughts, feelings,
people and events;
8.
identify when to seek adult help
with problems.
Remote Control Anger
Control™
Anger is a feeling or emotion that ranges from mild annoyance to intense
rage. While the feeling of anger is a
normal human response to unmet goals or unfair treatment, uncontrolled anger
becomes a problem when it is felt too intensely, or too frequently, or is
expressed inappropriately. Learning how
to control angry feelings is a vital aspect of healthy social and emotional
development.
The Remote Control Anger Control™ game is a set of four card games
that address these findings by focusing on three essential skills for
controlling anger:
PAUSE and identify additional
feelings.
REWIND and learn from past
mistakes.
FAST FORWARD and think ahead about potential
consequences.
The game uses the above remote control symbols to facilitate learning
the skills. There are both competitive
and cooperative versions for grades 1–5 and for grades 6–9. The two age groups have separate decks of
cards. During the game players read
brief case studies adapted from the angry behavior of real kids. Players then practice one of the three
essential skills: they PAUSE and describe an additional
feeling that they might have along with anger in the scenario, or they REWIND and describe a time in the past
when they have been successful calming their angry feelings, or they FAST FORWARD and describe a typical
angry response or behavior that might follow the scenario and the probable
consequence if the angry behavior is acted on.
All players practice all three skills during the course of the
game. In addition to practicing the
three skills, players practice planning ahead and social skills as well as
exercising frustration tolerance.
Playing time: Flexible–from 25
minutes to 50 minutes.
Players: 2 - 5
Grades: 2 – 9 (two sets of cards: grades 2–5 and 6–9)
Publication date: July 2009
Learning Objectives - Players:
1. learn to profit from previous mistakes;
2. learn to anticipate consequences;
3. learn to stop and think before acting;
4. learn to strategize and plan ahead;
5. learn to do a better job handling
frustrations;
6. work together cooperatively;
7. improve problem solving skills;
8. learn the value of anger control.
Bridge Over Worried
Waters™
Anxiety disorders are the most common mental health problem during
childhood and adolescence. It is
estimated that approximately 13% of children and adolescents ages 9 to 17
experience some kind of anxiety disorder.
Anxiety affects normal day-to-day activities and causes considerable
emotional and physical distress as well as impaired academic and social
functioning. The recommended treatment
approach for anxiety is overwhelmingly Cognitive Behavior Therapy (CBT). CBT helps children learn to handle their
fears and worries by modifying the ways they think and behave. Techniques included in CBT are relaxation,
positive self-talk, and coping behaviors. Bridge
Over Worried Waters™ is essentially a CBT program in a box that
incorporates all of these techniques.
To start the game, players place a Worried Waters raging river sheet in
front of them. Then they choose a Situation card that describes an
anxiety-producing situation. Players
then decide on an appropriate Solution card to use as a positive strategy to
address the anxiety in the situation.
Solution cards include:
▪ Self-Talk
Cards−challenge self-defeating thoughts by replacing negative
thoughts with positive, optimistic thoughts.
▪ Relaxation
Cards−calm down by using deep breathing, progressive muscle
relaxation, guided imagery, and meditation.
▪ Coping Cards−distract by diverting
attention away from anxious feelings to fun or effortful activities.
When the situation has been successfully solved with one of the Solution
cards, the player then tosses the Situation card into the “Worried Waters”, and
the Solution card is used to create the foundation or top of a bridge. The
object of the game is to build a bridge that carries the player across the
“Worried Waters” to the safety of the other bank by successfully using the CBT
techniques they have learned in the Solution cards. Players actually build a bridge using the two
types of Solution cards (see above) for supports and the bridge roadway. The support cards stay upright using stands
provided with the game.
There are both competitive and cooperative versions for 2-5
players. In the competitive version,
players will each separately construct a bridge with 5-7 cards. In the cooperative version, players all help
one another build one bridge that may be more than one level high or very long
with up to 20 cards.
Playing Time: Flexible from 25
minutes to 50 minutes.
Players: 2 - 5
Grades: 1 - 8
Publication Date: July 2009
Learning
Objectives - Players:
1. better understand
situations that trigger anxious feelings;
2. learn a variety of
cognitive (self-talk) strategies to decrease anxious feelings;
3. learn a variety of
behavioral (relaxation and activities) to decrease anxious feelings;
4. develop improved
emotional competence;
5. improve self-esteem
and self-mastery as a result of increased emotional competence;
The Respectful Workplace Game™
Bullying,
harassment, and verbal abuse are not only painful for the targets of such
behavior, but also there are serious negative consequences for the organization
- reduced productivity, reduced creativity, increased turnover and absenteeism. The
Respectful Workplace Game™ is designed to give all employees, both
supervisory and non-supervisory the skills they need to handle even the most
difficult problems, such as an employee performance problem, in an effective
and respectful way. Players learn and practice
six Principles of the Respectful Workplace so that their actions could never be
interpreted or misinterpreted as bullying or harassment.
Players also
evaluate case studies and make recommendations how to prevent or end bullying
and harassment. This game is not
specifically about sexual harassment, but rather about learning how to deal
effectively and respectfully with everyone at work. This simulation is appropriate for business
courses in high school and college as well as for seminars and training at the
workplace.
Time: 40-60
minutes
Grades: 9 - adult.
Publication
date: July 2009
Out of Your Mind™ (a new game from the creator of the Ungame)
One of the
greatest problems in helping children is the difficulty of knowing what is
really going on in their minds–the thoughts, the feelings, the fears, the
desires. This therapeutic game will help
you draw all of these out of their minds in a way that is fun and
educational. This non-competitive game
has two sets of winners: the counselor or therapist wins by drawing important
information out of the players’ minds, and the players win by learning
important social skills.
Players will
enhance their communication skills, their listening skills, and their decision
making skills. They will improve their
ability to understand others and experience empathy. Activities are designed to make sure that all
this takes place in an atmosphere that is emotionally safe and supportive.
Rhea Zakich, the creator of the Ungame, has developed and
refined exercises that she has used in seminars, workshops, and speaking
engagements throughout the country. She
has worked with Franklin Rubenstein, Ph.D. of Franklin Learning Systems this
past year to combine some of her most effective activities into a new board
game with impressive synergistic results.
Playing
Time: flexible
Publication
date: September 2008
Boundaries Baseball™
Boundaries are
essential for positive relationships with peers and adults; children who act
out are often asking for the security of clear boundaries and the skills needed
to respect them.
Boundaries Baseball utilizes a baseball diamond format as a visual
reminder for not going out of bounds. As
part of the action of the play, students will also have opportunities to toss a
“ball” so that it stays within the boundaries of a “strike zone.” Game cards
teach four kinds of boundaries: (1) Saying and accepting “No,” (2) Managing strong emotions (called
feelings in the game), (3) Respecting personal space and property, and (4) Relationship/communication limits
(called friendship in the game).
Players use a
special spinner to see what happens for each pitch. For example, they could get a strike, a ball,
a single, or a pop fly out. Players move
their pawns, counterclockwise around the diamond. Their pawns are the baseball player’s picture
above. The players then advance
according to the instructions on the spinner and pick and answer cards that
match the color of the space landed on.
For example, a strike results in going back one space, a ball advances
the player three spaces, and a single brings the player to the next base. The four decks of cards correspond to the
four categories of boundaries mentioned above.
When players reach home plate, they add one to their score on the
scoreboard, which is pictured at the top of the game board. A summary of the rules of baseball is
included for those players not familiar with the game of baseball.
Grades 1 – 6
Playing
Time: flexible - 25-60 minutes
Publication
date: December 2008
Remote Control Impulse Control™
Recent research strongly indicates
that impulsive children have difficulty (1) learning from past mistakes, (2)
reflecting on the potential consequences of their actions, and (3) inhibiting
dominant responses (impulses) in order to initiate subdominant responses
(appropriate behavior).
The Remote
Control Impulse Control™ game is a set of four card games that address
these findings by focusing on three essential skills for inhibiting
impulsivity:
STOP and redirect behavior.
REWIND and learn from past mistakes.
FAST FORWARD and think ahead about
potential consequences.
The game uses the above remote control symbols to
facilitate learning the skills. There
are both competitive and cooperative versions for grades 1–5 and for grades
6–9. The two age groups have separate
sets of cards. During the game players
read brief case studies adapted from the impulsive behavior of real kids. Players then practice one of the three
essential skills: They STOP and say what they would do
instead, or they REWIND and tell
about a similar impulse that they had and learned from, or they FAST FORWARD and describe the possible
negative consequences of the impulse.
All players practice all three skills during the course of the
game. In addition to practicing the three
skills, players practice planning ahead and social skills as well as exercising
frustration tolerance.
Playing
time: Flexible–from 25 minutes to 50
minutes
Grades: 1 – 9
(two sets of cards: grades 1–5 and 6–9)
Publication
date: December 2008
TeamPower™
Teams and
other task-oriented groups are pervasive in the workplace as well as in
everyday life. The role of teams is
becoming more and more important as organizations learn the great benefits of
putting the power of teams to use. The
ever accelerating speed of technological change is creating an environment
where teams are needed to bring the expertise of several organization members
together. Learning about teams and how
to function successfully in a team is no longer an option. Like understanding new technology, it is
becoming indispensable for success in a career and in life.
TeamPower™ is an educational board game specifically
designed to teach important skills and concepts for working in all kinds of
groups and teams.
Players learn
four sets of skills: Task skills
(for getting the job done), Interpersonal
Skills (for cooperating effectively with other team members), Self-Management Skills (for maximizing
their own contributions), and Leadership
Skills (for members who want play a leadership role in helping the team
achieve its goals. 2-6 players or teams Grades 8-adult
Publication date:
April 2008
The Networking Game™
Networking is
the most effective way to learn about and get jobs. This new game gives players the confidence
and skills they need to make relationships, energize their networks, and get
those all-important interviews. The
Networking Game uses a three pronged approach: learning the
six Principles of Networking,
learning the skills, and practicing the skills to gain confidence and
fluency.
Publication
date: April 2008
The six
Principles of Networking are:
1. Get organized and stay organized.
2. Be clear about
who you are and what you want.
3. Make better use of your social network.
4. Build relationships outside of your social
network.
5. Think of networking as a lifelong process.
6. Believe in yourself!
Players pick
from four decks of cards as they learn networking skills: Key Cards explain networking activities that are keys to
success. Bridge Cards describe activities that can be bridges to new
contacts and networks. Take a Risk Cards give examples of
actions that can bring networking to a new level. Bonus
Cards reinforce the proper use of interpersonal skills while
networking. 2-6 players Grades 8-adult
The Big Top Game (for children with
PDD (autism, Aspergers, etc.)
The Big
Top Game™ is designed
for individuals with Pervasive Developmental Disorders (PDD) and Non Verbal
Learning Disabilities (NVLD). The three
most common disorders in the PDD group are Autism, Aspergers
Syndrome, and PDD not otherwise specified (NOS). The game is designed additionally to help
those who care for and interact with these individuals by helping them gain
understanding, develop empathy, and improve interpersonal relationships with
the individuals. Players who can benefit
include individuals with the disorders, parents, siblings, and friends.
Publication
date: April 2008
The learning
objectives are:
1.
increasing
interpersonal and communication skills;
2.
learning
empathy;
3.
improving skills
in expressing feelings;
4.
improving self-esteem.
5.
Developing
more insight into themselves and their condition.
The Big
Top Game™ has been
developed with special attention to the needs and learning styles of PDD and
NVLD children. In order to accomplish
this goal, the game employs
(1) Effective Sensory Stimuli, (2) Behavioral Reinforcement, (3)
Social/emotional development, and (4) Educational skills development. The theme of the game is that the animals
have escaped from the circus, and the players have to work together to rescue
them and return them to the circus. Grades 1-6 and older children when appropriate.
Play-2-Learn
Dominoes: Empathy Counts
In this new
game, players have fun playing dominoes while learning to consider the feelings
of others and take positive actions based on empathy. There are four decks of cards, each covering
a different aspect of the players’ lives: Friendship, Activities and Hobbies,
At School, and All about Myself. The
game takes an incremental approach, teaching basic skills and moving on to more
complex skills. There are three ways of
playing in order to make the game age appropriate for players in grades
2–7. 2–5 players.
Publication
date: April 2008