E-G 15-17 Remedia Publications. Impulse Control Game Series. Remedia Publications, 2004. $149.99. Grades K-10
These games help children learn the importance of patience, read social cues, understand the consequences of behavior, learn to express themselves more directly, deal with name calling and teasing, and use humor to deal with conflicts. Implusive children learn motor control, relaxation skills, how to express their feelings, how to problem-solve, and how to develop better listening skills.
E-G 15 Wait & Win
E-G 16 Stop, Relax, & Think
E-G 17 Self Control Patrol
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E-G 14 Remedia Publications. Fun With Language Arts. Remedia Publications, $19.99.
Pesky punctuation, camouflaged capitalization, sputtered spelling…out an end to these tricky characters through this entertaining board game! Simple instructions make it easy to play! Grades 3-8
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E-G 11-13 Remedia Publications. Consequences Game Series. Remedia Publications, 2004. $149.99. Grades K-10
These games teach children that every action produces a reaction, that there are logical consequences to their actions, and the importance of good behavior as well as the consequences of misbehavior. They learn how to make important decisions, communicate effectively, improving coping skills, and mobilize their inner resources.
E-G 11 CHOOSE!
E-G 12 Good Behavior
E-G 13 Rules & Reasons
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E-G 10 Remedia Publications. Spelling Bee. Remedia Publications. $14.99
Buzz around the bases and head to the honey hive with this ultimate vocabulary game-certain to make words “stick” in the mind! Players proceed around a gameboard; when they land on a particular box of words, they must decided which word in the list is misspelled. The game progresses in difficulty from level 1-3. Inlcudes a gameboard, playing pieces, instructions, and spinner. Grades 4-7
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E-G 9 Crosscountry USA 2. National School Products, Grades 4-8. $49.95
Players embark on a fascinating mission to pick up and deliver everything from apples to zinc in over 200 American cities. Students learn geographical literacy, map reading, decision making, estimating, problem solving, survival math and directional skills. As students travel the U.S. they will cover key facts for every state, stop at points of interest, collect postcards and photos, create a personal travel log, and use a GPS navigation system. Mac 8/9/X & Win 2000/XP.
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E-G 24 Words Galore! Bright Apple ($24.99).
Keep students on their feet with this well-designed word-building game! Players expand their vocabularies by combining prefixes, root words, and suffixes to form words horizontally and vertically. Two levels and for 2-4 players. Grades 4 and up
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E-G 8 Pizza Fraction Fun Game. Bright Apple. ($19.99) (Grades 1 – 6)
Realistic-looking cardboard pizzas (10 3/4″ dia.) help kids learn to recognize different fractions, as well as add and subtract fractions. This clever game teaches fraction concepts and skills to different levels of learners with seven games in one. Game includes 13 double-sided pizzas and 3 double-sided spinners. For 2 - 6 players.
E-G 7 Escape From Anger Island Board Game. Boulden Publishing. ($46.95) (Grades 1 – 5)
It is difficult to teach children anger management skills, but it can be done with patience and practice. This game is designed with the busy counselor in mind, and it takes just 15 minutes to play. Players try to excap from Anger Island (and a pursuing dinosaur) by learning one of six anger management techniques, such as self-calming, communicating feelings, and creating compromises. Each skill is represented by a different island where players have to land to win a reward. One skill is worked on in each 15 minute counseling session and activities are suggested for practice in between sessions. Teachers/counselors keep track of each child’s pregress with an Anger Management Checklist. A fun and inventive way to help kids learn about anger.
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E-G 6 CyberSafe Board Game. Boulden Publishing. ($49.95) (Grades 3 – 7)
CyberSafe is an educatinal board game designed to teach young people how to navigate the dangerous waters of the internet, including wirless 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 also can be used as a high interest material for students who are less savvy than their peers about the internet and its dangers. The game board represents cyberspace. There are various icons representing, search, spam chat, cell phones, and others. Players begin at Log In and travel around cyberspace answering questions, winning play money for correct answers, and if they are lucky, winning extra money with the On-Line Lottery. The game box also includes tips for parents and age appropriate Internet safety pledges, all of which are reproducible.
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E-G 5 The Classroom Behavior Game. Boulden Publishing. ($52.00) (Grades K – 5)
The Classroom Behavior Game teaches 12 positive behaviors including Raising Your Hand, Taking Turns, Ignoring Inappropriate Behavior of Others, Having a Positive Attitude, and Listening. Designed for children with behavior problems and who have difficulty following rules. Kids love the behavior report cards and the self-inking apple stamp. Game includes: game board, 1 die, 4 pawns, 72 behavior question cards, 4 sets of 12 behavior cards, pad of behavior report cards, pad of apple score sheets, apple stamp, and instructions. For 2 – 4 players.
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E-G 4 No More Teasing Board Game. Boulden Publishing. ($52.00) (Grades 1 – 5)
This game is designed to teach children 10 ways to deal with being teased including: using confident body language, avoiding teasers when you are alone, and learning what provokes teasing. A unique feature of the game is an audiotape of different children making teasing comments. Players must respond in appropriate ways to being teased in order to win enough points to go to the class party. For 2 – 6 players.
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E-G 3 The Impulse Control Game. Youth Light Inc. ($49.95) (Grades 2 – 8)
This is an educational and therapeutic board game designed to help young people with ADD, ADHD, and other conditions involving impulse control problems. Learning to stop and think is a good start, but effective control of impulses requires the acquisition of specific skills. The game teaches seven specific skills that heav been proven in the research literature to help impulsive children control their impulses, make good decisions, and avoid actions that are detrimental to themselves and others.
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E-G 2 Boundaries Baseball. Youth Light Inc. ($49.95) (Grades 1 – 5)
Boundaries Baseball utilizes a baseball diamon format as a visual reminder for not going out of bounds. 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. Relationships/communication limits (called friendship in the game).
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E-G 1 The Superhero Game. Youth Light Inc. ($37.95) (Grades 1 -6)
Players demonstrate their knowledge of emotional intelligence as they fight creatures from outer space, like Bork the Bully, Selfish Grabber, Heartless Hairy and Temper Tantrum. They learn that a true “superhero” is emphathic and motivated, has good self=control and stands up for the rights of others. As play proceeds, players earn glow-in-the-dark stars to cover the monsters on the board. At the end of the game, the lights are turned out, and the board glows from the results of their good deeds. For 2 – 6 players.
Players embark on a fascinating mission to pick up and deliver everything from apples to zinc in over 200 American cities. Students learn geographical literacy, map reading, decision making, estimating, problem solving, survival math and directional skills. As students travel the U.S. they will cover key facts for every state, stop at points of interest, collect postcards and photos, create a personal travel log, and use a GPS navigation system. Mac 8/9/X & Win 2000/XP.
