Franklin Learning Systems

Emotional Literacy Go Fish Card Games (Set of 6)

$241.70 inc GST $219.73 ex GST

There is no doubt of the importance of children developing healthy emotional literacy skills. Yet, the task of doing so can be difficult at times. Accordingly, Play-2-Learn have developed a Go Fish range of Emotional Literacy card games to help children develop these important skills.

Play-2-Learn Go Fish card games play like classic Go Fish. The games differ 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.

There are two decks of 50 cards in each game: one for grades K-2 and the other for grades 3-5.

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SKU: 236439 - 99 Categories: , , , , NDIS approved: Yes Ages: 6 - 12 Language: English

Product overview

There is no doubt of the importance of children developing healthy emotional literacy skills. Yet, the task of doing so can be difficult at times. Accordingly, Play-2-Learn have developed a Go Fish range of Emotional Literacy card games to help children develop these important skills.

Play-2-Learn Go Fish card games play like classic Go Fish. The games differ 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 centre of the table). Each game also comes with a rules sheet and facilitator guidelines.

 

The 6 Go Fish Card Games included in this Emotional Literacy set are:

 

Play-2-Learn Go Fish – Anchor Your Stress provides players with the skills needed to help manage stress and anxiety. This game helps children deal with anxiety-provoking situations. It also provides practical thinking skills that include self-talk, coping mechanism and relaxation techniques.

 

Play-2-Learn Go Fish – 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 practising strategies such as apologising, compromising, and listening, players learn to adopt behaviours that can enhance their relationships at home, at school, and within the community.

 

Play-2-Learn Go Fish – Catch and Release Your Anger is designed to help 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.

 

Play-2-Learn Go Fish – 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 behaviour that demonstrates good character and to help players understand the meaning of common character traits.

 

Play-2-Learn Go Fish – Fishing for Feelings teaches the skills needed to successfully deal with feelings, recognise feelings in others, and identify appropriate feelings. Players practice talking about their feelings in an open-ended and non-threatening way.

 

Play-2-Learn Go Fish – Stream of Self-Esteem provides players with 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.

 

There are two decks of 50 cards in each game: one for grades K-2 and the other for grades 3-5.