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Play-2-Learn Go Fish Game Collection
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These games play like classic Go Fish. Each game contains two decks of 50 cards – one for grades K-2 and the other for grades 3-5. Players must answer a question before they can accept a requested card.
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Your Price: From $14.95 to $129.95
Product Options
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Detailed Description
Kids have always loved to play the popular card game, Go Fish. These special learning versions help improve social and emotional skills relating to friendship, feelings, character, responsibility, self esteem, stress, bullying, and conflict.
Each game plays like classic Go Fish. There are two decks of 50 cards in each game – one for grades K-2 and the other for grades 3-5. It differs from classic Go Fish in that players must answer a question before they can accept a requested card.
Instead of the usual number and picture cards, the cards have fun pictures of fish and fish names. For example, a player may ask, "Do you have any Henry Herrings?" If the player receives a Henry Herring card, the player reads the question on the card aloud and answers it. All questions are open ended. If the player did not have any Henry Herrings, the player would say, "go fish," and then the first player would take a card from the "ocean" (extra cards in the center of the table).
Each game includes a rules sheet and facilitator guidelines. Suitable for Grades K-5. Playing time: about 20 minutes. For 2-5 players. Can purchase each game separately for $14.95; please see the Product Options box above. SPECIAL: $129.95 for the set of nine games.
- Anchor Your Stress - Covers the skills needed to manage stress and anxiety. It helps children deal with anxiety-provoking situations. It also provides practical thinking skills that include self-talk, coping mechanisms, and relaxation techniques.
- Beware of Bully Bait - Covers the skills needed to reduce bullying. The game emphasizes that everyone can make a difference. There is specific content in this game for targets, bullies, and bystanders.
- Catch Good Character - Covers a range of character dimensions, including honesty, caring, responsibility, fairness, and generosity, among others. The questions are designed to encourage players to give examples from their own experience about behavior that demonstrates good character and to help players understand the meaning of common character traits.
- Catch and Release Your Anger - Helps children manage anger in a thoughtful and non-aggressive way. Each card will offer a scenario where someone has done something as a result of an angry situation. Each player will be given the opportunity to reflect on the scenario and discuss whether or not it was a good way to handle angry feelings. There are cards which also offer techniques to diffuse anger and to help deal with angry feelings in a more productive way.
- Reel in Responsibility - Teaches players how to interact responsibly at school, at home, and within the community. Based on the scenarios presented on the cards, players are asked to identify behaviors as responsible or irresponsible. Most of the questions are open-ended to encourage personal thoughts and expression.
- Cast Away Conflict - Provides players with the skills needed to manage conflict in an appropriate and socially acceptable way. Scenario cards present brief but detailed conflict situations that players are asked to resolve calmly and effectively. By practicing strategies such as apologizing, compromising, and listening, players learn to adopt behaviors that can enhance their relationships at home, at school, and within the community.
- Fishing for Feelings - Teaches the skills needed to successfully deal with feelings, recognize feelings in others, and identify appropriate feelings. Players practice talking about their feelings in an open-ended and non-threatening way.
- Hooked on Friendship - Helps children learn friendship skills while having fun. The framework of the game will teach players how to make friends, how to be a good friend and how to resolve conflict with peers. The scenario cards cover basic lessons on fairness, kindness, respect and understanding. The scenarios draw from daily interactions that take place during school, after-school activities, in the neighborhood, and at home.
- Stream of Self-Esteem - Teaches the skills needed to maintain and increase self-esteem. The child with good self-esteem usually has a high level of self respect and feels confident and well liked by others. Self-esteem is often influenced by two major sources: perception of success and failure and messages from other people. The card scenarios draw from those sources.
IFL
0512
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