Below are products listed in our catalog under
"Games"
Product order numbers are listed in
brackets.
We also sell individual components for most resource materials.
Please contact our office for a complete listing of items and prices.
Please note: prices are subject to change without notice,
please contact us for current
pricing.
101 Games for
Groups
Achievement
Game
Adventures at Hand!: Games for
Visual Motor Skills Development
Anger Control Game,
Stories and Workbook
Anxiety Game
The Assertion
Game
Changing Family Game and Workbook
Classroom
Survival Game and Workbook
The Conduct
Management Game and Workbook
Differences
Game and Workbook
Drugs and Alcohol Game
Esteem Game and
Workbook
Family Living Game
Feelings Game and
Workbook
The Frustration Game
Living with Parents
Game
Personality Game and Workbook
Recovery Game and
Workbook
Self-Concept Game, Stories and Workbook
Self-Control
Game and Workbook
Social Skills
Game, Stories and Workbook
Stress and Anxiety
Game
Stress Management Game
Too Much, Too Little, Just
Right
101 Games for Groups
Appropriate for
people of all ages, these quick and engaging games improve communication skills.
These games involve thinking, creativity, physical activity, role-playing, and
sharing. All involve verbal interplay among participants. Most games can be
played in 10 minutes, so they are easy to incorporate into your daily schedule.
Select from a wide variety of games to promote conversation through:
·
Teamwork
· Group Cohesion
· Getting to know others
· Physical
activity
· Performance in front of others
|
101 Games for Groups (C09741) $64.00 |
Achievement Game
Berthold Berg, Ph.D.
Applications:
Children and adolescents with attitudinal problems related to school
attendance and performance; Adolescents at risk of dropping out of school
Common beliefs interfering with school achievement are challenged by The
Achievement Game. The Achievement Game and Workbook address 20 attitudes common
among children and adolescents with school attendance and achievement problems -
students at risk of dropping out of school.
These attitudes represented
by the game cards and workbook exercises can be grouped into five major belief
systems:
Everything will turn out okay whether I work or not
Everything in school should be fun and without frustration
Having
friends and doing well in school don’t mix
Nothing in school will ever
benefit me
Doing well in school means giving in to adults
Both Game and Workbook encourage
students to explore similarities between these beliefs and their own as well as
to express unique beliefs that are not represented, but may be stimulated by,
these five beliefs. The School Achievement Inventory can be used to assist in
the selection of the most relevant cards.
|
C0035 - Achievement Game - $100.00 |
Adventures at Hand!: Games for Visual Motor Skills Development
— Complete Kit
Patricia A. Volpe
Build on
visual motor skills - these six games make learning an adventure for children
ages 4 to 11. Appropriate for children affected by: dyspraxia, sensory
integration dysfunction, developmental delay and ADHD. The kit includes six
games, instructions, alphabet cards, game markers, bulb syringes, puff balls,
Wikki Stix®, reward tokens, and dice.
|
Adventures at
Hand! — Complete Kit (C12501)
$200.00 |
Anger Control Game, Stories and Workbook
Berthold Berg, Ph.D.
Applications:
Children and adolescents with
temper, anger and conduct problems
Six cognitive skills to control anger
are taught by The Anger Control Game, Stories and Workbook: The Anger Control
Game and the Anger Control Stories include the Anger Control Inventory to aid in
selecting the most appropriate game cards or stories.
|
C0043 - Anger Control Game - C0043 – A - Anger Control Stories - $97.00 C0043-C Anger Control Video (VHS, 30 minutes)$76 C0043-D Anger Control Puppet Video (VHS, 30
minutes) $76.00 |
Anxiety Game
Berthold Berg, Ph.D.
This is a comprehensive
tool for counselors of anxious or phobic children and adolescents. The game
addresses the 15 most common situations that cause anxiety for this age
group—everything from starting conversations to taking tests to fear of the
dark. Learning objectives help children overcome the underlying causes of
anxiety: fear of rejection, fear of incompetence, negative imagery, and
inability to cope. “Positive” model game cards depict characters using specific
coping skills to handle stressful situations, while “negative” model game cards
oblige players to arrive at their own solutions. This format promotes a transfer
of learning to the players’ real-life situations.
Inventories allow you to focus the game on particular situations, specific learning objectives, or both.
|
C0046 - Anxiety Game - $100.00 |
The Assertion Game
Berthold Berg, Ph.D.
Applications:
Aggressive children and youth
Passive and submissive children and youth
The Assertion Game teaches players to respond
assertively to provocative situations. When angered by others, most people
respond in one of two ways. They may retaliate with an aggressive response, or
they may submit passively. Neither of these responses is likely to solve the
problem.
The Children’s Action Inventory can be administered to assess
the domains and types of provocations where the individual acts least
assertively. The most appropriate cards can then be selected for
play.
|
C0040 - Assertion Game - $100.00 |
Changing Family Game and Workbook
Berthold Berg, Ph.D.
Applications:
Children and adolescents with separated and divorced
parents
The Changing Family Game helps
children cope with parental separation and divorce. The Changing Family Game and
Workbook helps children and adolescents cope with parental separation and
divorce during six phases of the divorce process. Game cards and workbook
exercises which match the present circumstances of the child, or future
circumstances in order to prepare him for future stress, can be selected. The
Children’s Beliefs About Parental Separation Inventory accompanies the game and
can be used to select those cards reflecting the child’s problematic beliefs.
|
(C0050) Changing Family Game $100.00 |
Classroom Survival Game and
Workbook
Berthold Berg, Ph.D.
Applications:
Learning disabled and underachieving children and adolescents
ADHD
children and adolescents
Children and adolescents needing improvement in
classroom and study skills. All children can improve their classroom performance
when playing The Classroom Survival Game.
The Classroom Survival Game and
the Workbook model 41 specific classroom behaviors. These behaviors are grouped
in 10 categories.
|
C0045 - Classroom Survival Game - $100.00 |
The Conduct Management Game and
Workbook
Berthold Berg, Ph.D.
Applications:
Children and adolescents with conduct or oppositional problems
The
Conduct Management Game is the fun way to learn skills to reduce Conduct and
Oppositional Problems. The Conduct Management Game includes the Conduct
Checklist for Children (completed by adult) and the Social Conduct Inventory
(completed by the client) to assist in selecting the most appropriate
cards.
|
C0044 - Conduct Management Game -
$100.00 |
Differences Game and
Workbook
Berthold Berg, Ph.D.
Applications:
Integration of disabled children into regular classrooms
Increasing
self-esteem of the disabled
The Differences Game can
be played with the disabled and nondisabled combined, or as separate groups.
The Differences Game deals with behavioral
impairments associated with five major disabilities and the impact of these
impairments on interactions with nondisabled peers and the disabled child’s
self-esteem, as defined by eight learning objectives. The five major
disabilities are: Speech Impairments (S); Visual Impairments (V); Hearing
Impairments (H); Motoric Impairments (M); Cognitive Impairments (C). The game is
designed so that with proper card selection, the game can be played with 1)
mixed groups of disabled and nondisabled children, 2) homogenous groups of
either abled or disabled children. The Peer Reaction Checklist and the
Disabilities Checklist may be used to select the most appropriate cards from the
180 available.
|
C0042 - Differences Game - $100.00 |
Drugs and Alcohol Game
Berthold Berg, Ph.D.
Applications:
Children and adolescents at risk for drug abuse
Children and adolescents
recovering from drug abuse
The Drugs and Alcohol Game
deals with a variety of motivations that underlie drugs and alcohol abuse. The
Drugs and Alcohol Game is both a treatment and prevention program depending upon
the cards selected for play. Cards portray abuse of alcohol, marijuana, crack
and pills of various kinds, although the insights and cognitive skills required
apply to all drugs. The card characters portray 30 different motivations for
drug use, grouped in three categories: Social motivations; Emotional
motivations; Attitudinal motivations.
The Drug Use Motivation Inventory can
be administered to determine which drug use motivation(s) would be most
prevalent if the child or adolescent were to use drugs (or has used in the case
of treatment). The most appropriate cards can then be selected
accordingly.
|
C0047 - Drugs and Alcohol Game - $100.00 |
Esteem Game and Workbook
Berthold Berg, Ph.D.
Applications:
Children and adolescents with low self-esteem
Depressed children and
adolescents and those at risk of developing a depressive
disorder
The Esteem Game alerts players to attitudes
that reduce self-esteem, and fosters esteem-enhancing attitudes and behavior.
The Esteem Game and Workbook teaches players to improve their
self-esteem in four areas: Academic, Social, Athletic and Family.
The
most relevant cards from among nearly 200 can be selected for play using the
Self-Evaluation Inventory and/or the Self-Evaluation Rating Form (completed by
the parent and/or teacher).
|
C0033 - Esteem Game - $100.00 |
Family Living Game
Berthold Berg, Ph.D.
Applications:
Conflicted and dysfunctional families
Parental Guidance
Parents
and children together play The Family Living Game to improve family
relationships. The Family Living Game is a tool to help parents and children --
or parents and counselor alone -- to develop better family living and
communication skills. The Game is based, in part, on democratic and cognitive
approaches to parenting and family living. Cards represent family living issues
in five areas, with positive and negative examples of communication and
interaction for each: Child owned Problems; Positive Child Behaviors; Negative
Parental Behaviors; Positive Parental Behaviors.
|
(C0049) Family Living Game $100.00 |
Feelings Game and Workbook
Berthold Berg, Ph.D.
Applications:
All children and adolescents needing greater control over their emotions
Players learn cognitive and rational control over their unpleasant
emotions when playing The Feelings Game. Five objectives characterize The
Feelings Game and Workbook. These objectives represent stages in the acquisition
of greater cognitive/rational control over negative emotions. Card selection for
The Feelings Game is facilitated by administration of the Feelings Inventory and
Personal Beliefs Inventory.
|
C0039 - Feelings Game - $100.00 |
The Frustration Game
Berthold Berg, Ph.D.
Applications:
Children and adolescents frustrated because of irrational attitudes and
inadequate problem solving skills.
The Frustration Game teaches players
to avoid various cognitive traps that interfere with effective problem solving.
The Frustration Game addresses two major sources of frustration: 1) irrational
attitudes and beliefs, and 2) deficiencies in problem solving skills. These two
sources of frustration are interrelated; problem solution will prove impossible
when the definition of a problem is based on an irrational attitude and
belief.
The Frustration Inventory identifies problematical
attitudes and beliefs and permits the selection of the most relevant cards for
play.
|
C0041 - Frustration Game - $100.00 |
Living with Parents Game
Berthold Berg, Ph.D.
Applications:
Children and adolescents with concerns relating to parenting
Abused and
neglected children
Children and adolescents with problems related to foster
care
The Living with Parents Game teaches players to change parental
behavior when possible and to avoid self-blame when it is not. Virtually all
programs to improve parenting entail working with the parents. The role of
children in improving parenting of their parents -- or when this cannot be done,
to at least minimize the negative impact of poor parenting -- has been largely
ignored. The Living with Parents Game focuses on the child, and is, therefore,
the ideal medium for working on parenting when the parents are unwilling or
unable to attend. When parents do attend with the child, the game is an
excellent medium to process parenting issues. The Game attends to 24 inadequate
parental behaviors in four groups: Autonomy; Discipline; Emotional Support;
Physical Needs.
|
(C0051) Living with Parents Game $80.00 |
Personality Game and Workbook
Berthold Berg, Ph.D.
Applications:
Children and youth with personality disorders
Children and youth whose
personality traits interfere with interpersonal relationships
The Personality Game teaches children and youth to
counter negative personality traits before they become fully developed disorders
that are resistant to change. The game (and workbook) has three learning
objectives. Each is intended to change specific thoughts and behaviors related
to each of the personality disorders. Answers and discussions of game cards, and
completion of workbook exercises, address these objectives.
The
Personality Inventory, included as part of the game manual, helps to identify
the most significant personality problems; appropriate cards can then be
selected.
|
C0038 - Personality Game - $100.00 |
Recovery Game and
Workbook
Berthold Berg, Ph.D.
Applications:
Adolescents and adults in
drug and alcohol treatment
Adolescents and adults in relapse prevention
training
Players are encouraged to contribute and share personal
experiences while playing The Recovery Game. Individuals recovering from
dependence on alcohol and drugs are ambivalent; one part of them wants to
abstain, the other part wants to continue to use.
Some describe this
phenomenon as the feeling that one has two Selves --- a Rational Self and an
Addictive Self. These Selves talk to each other, attempting to persuade the
other. Those who are in recovery have heard their Rational Voice, and countered
the arguments of their Addictive Voice. They have banished their Addictive Self.
Those who continue to use have done the opposite.
The
Recovery Game uses this metaphor to teach clients in recovery to listen to their
Rational Voice, and to actively counter the arguments heard from their Addictive
Voice. Players draw cards and conduct a debate between the two Voices. All
players are encouraged to contribute, and to share personal experiences
stimulated by the card. Adolescents pride themselves in acquiring chips for good
role plays, and enjoy the chance elements of winning or losing chips by the roll
of the die. Adults will generally want to forego the chips and concentrate more
on the cards, the issues they raise, and the exploration of personal experience.
The Recovery Inventory is included with the manual. The Inventory
identifies the most appropriate cards for each player. The most relevant cards
-- from the 180 available -- can then be selected for play. The manual suggests
appropriate responses for the various card types.
|
C0048 - Recovery Game - $100.00 |

Self-Concept Game, Stories and Workbook
Berthold Berg, Ph.D.
Applications:
Children and adolescents with low self-esteem
Children and adolescents with a poorly developed self-concept
Depressed children and adolescents
The Self-Concept Game teaches clients to maximize
success and minimize failure to develop a better self-concept.
The Self-Concept Game and the Self-Concept Stories include the Cognitive Orientation
Inventory and the Self Attitudes Inventory to aid in the selection of the
most appropriate game cards and stories.
|
C0034 - Self-Concept Game - $97.00 C0034 – B - Self-Concept Workbook - $30.00 |
Self-Control Game and Workbook
Berthold Berg, Ph.D.
Applications:
Children with attention-deficit hyperactivity disorder
Children with
problem of inattention, impulsivity and hyperactivity
The Self-Control Game teaches four cognitive skills to deal with
Impulsivity, Inattention and Hyperactivity.
The
Self-Control Game and Workbook address 24 specific behaviors associated with
impulsivity, inattention and hyperactivity:
|
C0037 - Self-Control Game - $100.00 |
Social Skills Game, Stories and Workbook
Berthold Berg, Ph.D.
Applications:
Shy,
socially neglected children and youth
Aggressive, socially rejected children
and youth
All children and youth needing improved social skills
Social Skills Stories permit the exploration of peer relations in
depth.
The Social Skills Game, Stories and Workbook teaches 20 specific
social skills in four groups:
Making Friends - Asking a question; Giving a
compliment; Introducing self; Listening; Starting a conversation
Responding
Positively to Peers - Accepting a compliment; Helping peer in trouble; Offering
help; Showing concern for peer; Standing up for peer.
Cooperating with Peers
- Following rules; Joining in; Sharing Suggesting an activity; Taking turns.
Communicating Needs - Asking for help; Asking to borrow; Expressing negative
feelings; Expressing positive feelings; Getting attention.
The Social Skills Game and the Social Skills Stories include the Social Cognitive Inventory and the Social Behavior Inventory to aid in selecting the most appropriate game cards or stories.
|
C0036 - Social Skills Game - $97.00 |
Stress
Management Game
Berthold Berg, Ph.D.
Join Angus the
anxious terrier and Serena the cat in this delightful board game as they deal
with 15 common social stressors grouped into three categories:
• Peers (dealing
with being left out, handling group pressure, responding to teasing, saying no,
and showing sportsmanship)
• Authority (accepting consequences, accepting
denials, being honest, managing accusations, and making complaints)
• School
(attending, completing homework, meeting expectations, performing in class, and
taking tests)
Game cards feature Angus the anxious terrier struggling to manage stress as his good friend Serena helps him refrain from extremism, catastrophizing, dichotomizing, overgeneralizing, and personalizing situations. The four different card categories keep the game interesting as players engage in role play, learn proven stress management tips, challenge cognitive errors, and learn to identify the triggers and symptoms of stress.
Accompanying inventories help you identify the child’s most troubling stressors.
|
C0046-Stress Management Game - $100.00 |
Too Much,
Too Little, Just Right
Claudia Weiss-Hassman,
L.C.S.W., Sandra Singer, Ph.D., and Lois Feigenbaum, L.C.S.W.
Ages 6 to
12
People communicate using not only words, but also tone of voice and
body language. Many children, however, fail to notice these relatively subtle
social cues. This game teaches children to pay attention to tone of voice,
observe body language, and note how these cues affect the message.
Children assume two roles during game play: Messenger and Listener. They
learn by observing others and by getting immediate feedback about their own
expressive abilities. They learn to adjust volume, expression, gestures, and
other physical cues in order to communicate effectively and achieve greater
self-control. Acquiring these skills helps children develop more appropriate and
satisfying social relationships.
Ideal for 2 to 8 players, this game can
be easily used with larger groups or classrooms as well. Because it focuses on
social interaction among players rather than on a game board, it can be played
virtually anywhere. Clearly focused and easy to use, Too Much, Too Little, Just
Right is an exceptional tool for those working with children who have Autism
Spectrum Disorders. Included with the game, and also available separately, is an
Express-o-Meter, a sliding ruler that allows you to give students feedback about
whether they are communicating appropriately.
|
C0065-TO MUCH TO LITTLE-$71.00 COO65-A-EXPRESS- O-METER-(PKG OF 5) $30.00 |
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