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Activities for Building Character, Social Learning GR 1-2
Activities for Building Character & Social-Emotional Learning Grades 1-2. /nOne of the key components of the Grades 1–2 materials is teaching kids to get along. Teachers are encouraged to use classroom meetings (circle time) throughout the day to deal with misunderstandings, bullying, inappropriate language, and social conflicts that arise inside and outside the classroom. By doing so, a forum is created where students can share their feelings, as well as review, process, and discuss ways to positively resolve conflicts. The more than 100 lesson plans and activities give multiple opportunities to capitalize on the teachable moments./nKey concepts explored in the program:/nMe and my safe and caring school—how to be an Ambassador of Peace/nDiscovering our feelings—learning how to Stop, Think, Choose/nMy support system—caring for others and being a friend/nRespect yourself and others—using good manners or bad manners/nCaring about one another—helping to prevent bullying/nCooperation—how to team up for success/nGetting along with others—using conflict resolution skills/nThe power to choose—growing responsibility/nFollow your dreams—using my gifts and talents/nThis book is also part of the Activities for Building Character and Social-Emotional Learning Set.
Added: 4093 days ago From GuidanceGroup
global.duration: 54.30
Views: 35484 | Comments: 0
     
Stop, Relax & Think Board Game
Ages 6-12. By Becky Bridges, C.S.W., A.C.P. Stop, Relax, and Think is a board game to help impulsive children think before they act. In this ever-popular board game, active, impulsive children learn motor control, relaxation skills, how to express their feelings, and how to problem-solve. The manual includes information on how the game can be used both as a diagnostic and a treatment tool, and how behaviors learned in the game can be generalized for the home or classroom. The object of the game is to proceed through the Feelings, Stop, Relax, and Think sections of the game board to Finish, collecting chips along the way. The player with the most chips when the game ends wins./nFeelings When a player lands on a Feelings Card space he/she selects, reads aloud, and answers a Feelings Card. This section helps children become aware of their feelings and the early signs of stress, which is essential to their achieving self-control./nStop When a player lands on a Stop Sign space he/she rolls the 8-sided die. He/she then refers to the corresponding number on the Stop Card, performing whatever action is stated on the Stop Card until the person on his/her right says "Stop." If the player stops immediately he/she receives a chip. This section helps children practice behavior cessation and learn how to catch themselves before they respond or react automatically./nRelax When a player lands in the Relax space he/she does what is indicated on the space. This section helps children learn to relax. The ability to relax is a powerful asset for a child who is attempting to learn self-control./nThink This section helps children think through problems. This ability is a prerequisite to achieving self-control./nContents: Game Board 8-sided Die 6-sided Die 30 Chips Stop Card 36 Feelings Cards 33 Think Cards Instructions/nThis board game is also part of The Stop, Relax & Think Collection./nwww.childswork.com
Added: 4148 days ago From GuidanceGroup
global.duration: 75.23
Views: 10488 | Comments: 0
     
The You & Me Social Skills Board Game
Ages 4-12. The You & Me Social Skills Board Game is a cooperative game that teaches day-to-day social skills and social awareness. Designed to help children become socially aware of the world they live in, as they build the social skills they need in everyday life: helping, sharing, being polite, cooperating, understanding different points of views, listening, following rules, acting assertively, and being a friend. Players work as a team, there are no individual winners. 2-6 players./nContents: 48 ACT cards 48 TALK cards 48 DRAW cards 2 Dice Sand Timer 100 Chips 6 Pawns Instructions/nThis board game is also part of The You & Me Social Skills Collection./nwww.childswork.com
Added: 4148 days ago From GuidanceGroup
global.duration: 60.53
Views: 8109 | Comments: 0
     
Play-2-Learn Dominoes: Conflict Cruncher
Play 2 Learn Dominoes Conflict Cruncher is an educational game designed to give kids the knowledge and skills they need to resolve conflict in a non-violent, win-win way. The Game includes a set of Dominoes and four decks of cards. Play 2 Learn Dominoes adds an exciting spin for players who are already accustomed to the classic dominoes game. Players before placing a domino must pick a card and answer a question about resolving conflicts, players can place their dominoes as long as they attempt to give a good answer. Players will develop practical skills for resolving conflicts in a win-win way, learn to recognize good and bad ways of dealing with anger and conflict, learn to stay calm and engage in problem solving and learn the importance of seeing the other person’s point of view. /nwww.childsworkChildsplay.com
Added: 4127 days ago From GuidanceGroup
global.duration: 54.23
Views: 6335 | Comments: 0
     
Play-2-Learn Dominoes on Empathy Counts
Ages: 5-10. Play-2-Learn Dominoes on Empathy Counts teaches young people to understand the concept of empathy, to be empathetic, and to take positive actions towards others based on empathy, all while playing dominoes and having fun! There are four decks of cards, each covering a different aspect of players' lives: Friendship, Activities and Hobbies, At School, and All About Myself. It can be used by teachers and counselors in a school setting, parents at home, or therapists as play therapy. 2-5 players./nThis game is also part of the Play-to-Learn Dominoes Set. By Franklin Rubenstein, Ph.D./nwww.childswork.com
Added: 4124 days ago From GuidanceGroup
global.duration: 52.00
Views: 5944 | Comments: 0
     
No More Bullies Board Game
Ages 5-12. By Marcia and Max Nass. The No More Bullies board game is an entertaining and stimulating game that can help players learn how to handle bullies and stand up for themselves. Players will learn how to avoid being picked on, what to say to a bully, and who to talk to about the problem. Bullies will learn why they act the way they do and how they can handle their anger and frustrations without taking it out on someone else. This is a cooperative game in which all players must work together to get their possessions back from the bully, who has taken them. Players must also turn the "mean" bully on the board into a "reformed" bully - Mr. Nice Guy! - by covering him with puzzle pieces. 2-4 players./nContents: Game Board 28 Cool Off Cards 24 Talk About It Cards Die 8 Mr. Nice Guy Puzzle Pieces 4 Pawns 20 Possesion Cards (a ball and rope, a jacket, money, a watch, and a snack) Instructions/nThis board game is also part of the No More Bullies! Set.
Added: 4152 days ago From GuidanceGroup
global.duration: 46.21
Views: 4928 | Comments: 0
     
Don't Be Difficult Board Game
Ages: 7-12. A game to help children learn the consequences of both positive and negative choices. This game is designed to provide children with the opportunity to experience the negative consequences of choosing the "hard" way and the positive benefits of choosing the "right" way. As children play the game, they find themselves on the "Hard Road." In order to move back onto the "Right Road," they have to earn positive emotional currency (chips) in the form of Kindness, Trust, Respect, and Cooperation. To advance on the "Right Road" and win, players must learn ways to avoid difficult behaviors and to accept the consequences of their choices and actions. 2-6 players./nContents: Game Board Die 6 Pawns 100 Chips 42 The Right Road Cards 62 The Hard Road Cards Instructions/nThis workbook is also part of the Don't Be Difficult Bundle.
Added: 4154 days ago From GuidanceGroup
global.duration: 49.10
Views: 4785 | Comments: 0
     
The Angry Monster Machine Board Game
Ages: 5-10. The Angry Monster Machine board game shows how to teach Kids How to Express Anger. This game is designed to provide insight into both the root(s) of the problem and to introduce alternative coping mechanisms to deal with symptomatic anger. Each player learns to verbalize what makes him/her angry as the game progresses. In addition, normal conversation during the course of the game acts as a catalyst for the children to reveal the issues and conflicts that underlie their anger./nIn this game, each player uses a truck to cart a Play Doh monster to the Transforming Machine. The player then selects an adaptive way to transform the angry feelings and the Play Doh monster into something positive. The object is to be the first one to capture and transform four Angry Monsters. The players learn anger coping skills as they play. 2-4 players./nGame Board Die 12 Reader Transformer Cards 12 Non-Reader Transformer Cards 4 Trucks 4 Jars of Play Doh Angry Monster Maker Mold Instructions/nThis board game is also part of The Angry Monster Machine Bundle
Added: 4154 days ago From GuidanceGroup
global.duration: 51.04
Views: 4676 | Comments: 0
     
Kelly Bear Teaches Respectfulness and Friendship Skill
In this DVD the children learn to respect themselves and others, use self-control, be empathetic, and act in a kind way when someone is distressed.
Added: 4231 days ago From GuidanceGroup
global.duration: 111.91
Views: 4280 | Comments: 0
Play-2-Learn Dominoes on Feelings Fun Game
Ages: 5-10. Playing-2-Learn Dominoes on Feelings Fun Game lets players have fun playing dominoes while learning how to express positive and negative feelings appropriately, recognize feelings, and care about the feelings of others. Before playing a domino, a player picks a card from one of four decks and either answers a question or practices a skill. The Understanding the Feelings of Others cards help players learn to accurately perceive feelings in others. This is a vital skill for developing empathy. The Four W's cards help players identify feelings and how to deal appropriately with difficult feelings; each question starts with "Who", "What", "Why", or "When". The Action cards give players practice dealing with situations that involve strong feelings. The Talk about a Time cards, help players identify their feelings and give them the opportunity to share with other players situations that evoked a variety of feelings. 2-5 players./nThis game is also part of the Play-to-Learn Dominoes Set. By Franklin Rubenstein, Ph.D./nwww.childswork.com
Added: 4124 days ago From GuidanceGroup
global.duration: 58.84
Views: 4166 | Comments: 0
     
Play-2-Learn Dominoes on Bullywise Game
By Franklin D. Rubenstein, Ph.D./nAges: 5-10. Play-2-Learn Dominoes on Bullywise is a new game, players have fun playing dominoes while learning how all kids can work to reduce bullying and violence. 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 cards turn the players into experts on bullying. They are called upon to give advice to targets of bullying, bystanders, and even the bullies. They also give advice on whether situations call for the aid of an adult. The Target Expert cards help players learn specific nonviolent steps that targets can take to reduce bullying. The Bystander Expert cards demonstrate the power of bystanders to reduce bullying and help players learn specific things that they can do to reduce bullying. The Bully Expert cards help bullies understand that they can achieve their goals of popularity and social status without resorting to bullying. The Getting Help cards give players guidelines about when kids should try to handle situations themselves and when going to an adult is essential. 2-5 players
Added: 4128 days ago From GuidanceGroup
global.duration: 40.47
Views: 3739 | Comments: 0
     
No More Teasing! Board Game
Ages: 6-12. The No More Teasing 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. In this game players will learn how to deal with teasing, while earning enough chips to attend the "classroom party" at the end of the game. Players read the Situation Cards and use the "10 Ways to Stop Teasing" listed on the game board to describe how they might react. A unique feature of the game is a CD of children making teasing comments that may be used in place of the Teasing Cards.For 2-6 players./nContents: Game Board 24 Situation Cards 24 Teasing Cards CD Die 100 Chips 6 Pawns Instructions
Added: 4152 days ago From GuidanceGroup
global.duration: 44.20
Views: 3425 | Comments: 0
     
Figure Me Out Board Game
Ages 6-12. The Figure Me Out board game helps kids get to know each other. The game develops social skills by helping children learn to gather information about others and share information about themselves. Children take turns assuming the role of a reporter, getting to the bottom of a story by using Who, What, When, Where, and How questions to figure out what another player is thinking. These conversational skills are used to teach children how to begin and maintain an interesting conversation. A variety of topics (a hobby that interests me, a movie I saw recently, my favorite season, etc.) are used to generate ideas, or stories, for the players to figure out. The object of the game is to complete a full circuit of the game board and file your story by the deadline. Designed for children with Asperger Syndrome in mind. For 2-6 players./nContents: Game board Die 6 Pawns 48 Topic Cards 6 Question Cards 6 Card stands Second Chance Spinner Instructions/nThis product is also part of the Social Skills/Asperger's Syndrome Game Set.
Added: 4153 days ago From GuidanceGroup
global.duration: 47.73
Views: 3303 | Comments: 0
     
Cruel CYBER-BULLY Mother INDICTED! After Megan Meier's Death
Prosecutors characterize the case as the nation's first cyber-bullying case, and the results from it could set legal precedents regarding online harassment. Drew has pleaded not guilty to one count of conspiracy and three counts of accessing computers without authorization. Should the adults involved in deceiving Megan, Lori and Curt Drew, be held accountable for their actions? DREW faces up to 15 YEARS in prison on charges of conspiracy and accessing protected computers to obtain information to inflict emotional distress. Evidence shows that Drew opened the MySpace account and "fully intended to hurt and prey on Megan's psyche" according to U.S. attorney Thomas O'Brien. A federal indictment accuses Lori Drew, 49, of O'Fallon, Missouri, of using a MySpace account to pose as a 16-year-old boy and feign romantic interest in the girl. The Drews have been besieged with negative publicity, and Meier's death prompted her hometown of Dardenne Prairie to adopt a law engaging in Internet harassment a misdemeanor. In a bizzare twist the law's first use could be to prevent possible harassment against the Drews! Megan Meier died believing that somewhere in this world lived a boy named Josh Evans who hated her. The final message Megan Meier saw on her MySpace account: "Everybody in O'Fallon knows how you are. You are a bad person and everybody hates you. Have a shitty rest of your life. The world would be a better place without you." On Oct. 16, 2006, Ron and Tina Meier discovered Megan had tied a cloth belt around a support beam in her closet and hanged herself. Megan died the following day. Six weeks after Megan's death her parents were informed that Megan was the victim of a cruel hoax on MySpace. The perpetrators were the parents of Megan's one time friend. The Drews had concocted Josh Evans to get back at Megan for quarreling with their daughter. After Megan's death they even asked Megan's parents if they could store their foosball table in Megan's parent's garage. Upon learning the details of what had happened to their daughter and who was behind it Megan's father destroyed the, "alleged" hoaxers Curt and Lori Drew's, foosball table. Because Ms. Drew had taken Megan on family vacations, she knew the girl had been prescribed antidepression medication, Ms. Meier said. She also knew that Megan had a MySpace page. Ms. Drew had told a girl across the street about the hoax, said the girl's mother, who requested anonymity to protect her daughter, a minor. "Lori laughed about it," the mother said, adding that Ms. Drew and Ms. Drew's daughter "said they were going to mess with Megan." Over the last year the Drew's have had threatening phone calls, a brick through the window,a lwan job and painball attacks. This Wednesday officials in Megan Meier's home town vote on whether to make online harassment a local crime. The proposed ordinance would make online harassment a Class B misdemeanor, punishable by a $500 fine and up to 90 days in jail. Or, the telecommunications harassment law. Amended in 2005, the law prohibits people from anonymously using the Internet with the intent to annoy, abuse, threaten or harass another person. Drew pleaded not guilty to charges of conspiracy and accessing protected computers without authorization to get information used to inflict emotional distress, in federal Court in June 2008. She is free on $20,000 bond. Experts have said the case could break new ground in Internet law. The statute used to indict Drew usually applies to Internet hackers who illegally access accounts to get information. Sept.'08 A federal judge tentatively rejected two motions on Thursday to dismiss charges against a woman in a MySpace hoax that allegedly led to a 13-year-old girl's suicide.
Added: 5029 days ago From unobtainium
global.duration: 192.00
Views: 3115 | Comments: 0
The Emotional Intelligence Game
Grades 2-8. The Emotional Intelligence game is an entertaining and engaging game that reflects the five areas of emotional intelligence:/n*Self-awareness *Mood management *Self-motivat ion *Empathy *Relationship skills/nThere are two versions of the game and corresponding sets of rules; Competitive (where players play against each other) and Cooperative (where players work together). Players try to fill in their brain card by answering questions and winning tokens. Also included are six decks of cards relating to the five areas of emotional intelligence plus a deck of Bonus Cards. The Emotional Intelligence game utilizes both cognitive behavior therapy and social learning theory to help players build their emotional intelligence. For 2-6 players.
Added: 4153 days ago From GuidanceGroup
global.duration: 48.93
Views: 2954 | Comments: 0
     
Dr.PlayWell's Game of Self-Control Board Game
Ages: 6-12. For: 2-4 Players Learning self-control is not easy, but this game will make kids want to try. Teach children to control their impulses in all kinds of interpersonal situations at home, in school, and in the community. As children learn about the importance of self-control they are challenged to perform various stunts, using the Self-Control magic color circles included with the game. Includes reproducible assessment form. /nIncludes: Game board, 2 dice, 4 pawns, 12 At School cards, 12 At Home cards, 12 In the Community cards, 12 About Myself cards, 4 Self-Control circles, 100 chips, Self-Control assessment form, and instructions.
Added: 4154 days ago From GuidanceGroup
global.duration: 55.31
Views: 2903 | Comments: 0
     
Kelly Bear Teaches About Personal Safety
Children learn how to stay safe at home by discussing basic security rules including fire safety and telephone usage. Also addressed is the danger of playing "unsafe games" like using medicine, smoking cigarettes, and touching guns. The outside safety rules feature "stranger danger."
Added: 4231 days ago From GuidanceGroup
global.duration: 108.78
Views: 2833 | Comments: 0
Bullying Prevention - Bully Hotline
What is named as the top school trouble of kids 8-15? Homework? Cafeteria food? Neither it's bullying. And with the rapid rise in electronic communications, cyberbullying using the Internet or mobile devices to send or post harmful or cruel text or images has become a serious issue. The cyberbullying prevention campaign targets 12 and 13-year-olds, particularly girls, urging them to put an end to the cyberbullying chain. Tweens and teens can be lured into such behavior because it takes place in a virtual world. In fact, because they don't realize the tangible consequences, some don't even recognize these hurtful actions as bullying. These new PSAs including viral videos help them realize that if they wouldn't say it in person, they shouldn't say it online. The bullying prevention campaign, launched in September 2004, features NCPC's beloved crime dog, McGruff. It is designed to counteract bullying at a young age by encouraging victims, witnesses and parents to take action to prevent the problem. Visitors to ncpc.org/cyberbullying can learn more about cyberbullying.
Added: 5069 days ago From bulliesarebad
global.duration: 31.00
Views: 2791 | Comments: 0
     
Dr. Playwell's Learning Self-Control in School Board Game
Ages 6-12. Dr Playwells Learning Self-Control Game is designed to help children who are having difficulty learning social rules, particularly children on the Autism Spectrum and children with Attention Deficit Disorders. Cards ask children to think about a variety of social problems that occur during the school day and to think about the best ways to handle each situation. This game is designed to be played in a regular classroom or as part of a social skills training program. 2-4 Players./nFeatures:/nCovers a wide variety of common social problems./nIncludes blank cards for you to create your own questions./nGives children a chance to practice appropriate social behavior in an accepting and structured format. /nBy Dr. Lawrence Shapiro www.childswork.com
Added: 4148 days ago From GuidanceGroup
global.duration: 57.13
Views: 2757 | Comments: 0
     
The Helping, Sharing, and Caring Board Game
Ages: 4-12. By Richard A. Gardner, M.D. The Helping, Sharing, and Caring board game helps children develop critical communication and social skills. The purpose of this game is to provide an enjoyable game in the context of which important issues are introduced. A wide variety of issues are focused on: self-esteem, manners, safety, ethics, values, health, consideration for others, interpersonal relations, the value of learning, sympathy, empathy, and competence. The responses to the cards impart information and facilitate communication, both of which can enhance feelings of self-worth and improve interpersonal relationships. 2-6 players./nContents: Game board 288 Discussion cards Spinner 6 pawns Chips 2 Dice/nThis board game is also part of The Helping, Sharing, and Caring Collection
Added: 4152 days ago From GuidanceGroup
global.duration: 54.90
Views: 2654 | Comments: 0