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Children learn through play. As an occupational therapist who works with children and youth, I use games and toys almost every day to help develop important cognitive, visual perceptual, motor, sensory, social, play and leisure skills. While many different types of activities can be used in therapy, this blog focuses on off-the-shelf games and toys that are accessible to most. Whether you are a therapist, parent, teacher, or a game lover like me, I hope you discover something useful while you are here. Learn a different way to play a game you already own or discover a new game for your next family game night. Either way, just go play. It's good for you!

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Mar 10, 2019

I SPY Find it Fast Game

I SPY Find it Fast makes figure ground fun.

Pick a card, roll the dice and Find it Fast. Pretty straightforward. As you can see from the cards in the image above, there are many items on each card, but not all of those items are pictured on the dice. I chose one random card and it pictured 17 different items, and only six of those items are pictured on the dice. The cards measure 1.5" x 3.5" and the dice measure .75" x .75". The pictures on the dice are stickers and are everyday items including an apple, a bat, an airplane, a flower, a shell, a basketball, fake teeth and an acorn. The items on the dice are repeated, so you may throw nine dice and get three bats.

Object:
Have the most cards at the end of the game.

Set up:
Shuffle the cards and place the deck face-down on the table. Place the nine dice nearby.

Play:
In turn, each player will turn the top card face-up and then will shake and throw all nine dice at once. All players scan together, looking for any match between any die and the card. The first person that finds one match calls out the item. They get the card and play passes to the next player who repeats the process. When all the cards have been collected, the game is over. Player with the most cards is the winner.

Check out more fun figure ground games at I SPY Games.

Try this:
  • View the images on the dice before playing and make sure all players know what to call each item.  
  • Turn over a card, throw the dice, and players look for all matches, not just one. When a player feels he knows how many there are, he calls out, such as "there are three matches". The other players continue to look over the card and see if they can spot any other matches. If someone finds another, they call out "there are four matches". Players look until they are satisfied that all matches have been found. The last person to call a number points out the matches on the card and then gets the card. Play through all cards, person with the most cards at the end is the winner.
  • Place a card face-up on the table. Place the dice nearby. Ask the player to pick up and turn each die in-hand and if they find a match, to place the die picture-side-up.
  • Play with just the cards. Shuffle the deck and place it picture-side-up on the table. Choose any one item, such as an airplane, then scan each card to look for that item. Make two piles, a yes and a no. Sort through the cards. Pick them up off the deck one at a time as you sort, being careful not to topple the pile or pick more than one card at a time.
  • Place a card in the middle of the players. Player one names an item from the card. Player two names that item plus one more. Player three names those two items, in order, and one more. Keep going until someone misses. The person who went last before the person who misses gets the card. Player with the most cards at the end is the winner.
  • Cup the hand before adding the dice. If the player has difficulty, place a ball in his palm, ask him to form his fingers around it and then remove the ball. Drop the dice in his hand. Cup the other hand and place on the top before shaking. Alternate which hand holds the dice between turns.
  • Work on visual discrimination, figure ground, manual dexterity, visual memory, in-hand manipulation, executive functioning skills, process skills, socialization skills, play and leisure exploration and participation
In the box: 40 picture cards, 9 picture dice

If you are interested in purchasing this item or just want more information, click on the image below. 


Mar 8, 2019

Jumping Jack

Can you catch the Jumping Jack rabbit?
Jumping Jack rabbit is sitting atop a lovely garden mound with tempting carrots planted all around. The carrots are peeking out of the ground and ready to be harvested. As you start picking the carrots you will startle Jack and he will jump into the air. Catch him and win the game. 

Jumping Jack's garden has 12 spaces around the base where the 12 carrots will be placed before play. The garden and carrots are all hard plastic. The carrots go in easily and you will hear a small click as they take hold, and they will take a small tug to pull out. As the carrots are pulled out of the garden, one of them will trigger Jack to jump into the air. That carrot is picked randomly so you never know which carrot will trigger Jack to jump, it is different each time. The rabbit is a soft plastic but does have some metal inside and it takes a good push to snap into place while setting up the game.

In addition to the garden base and the jack rabbit, the game includes 4 plastic cups and each player will get one to hold their carrots as they pull them from the garden. The spinner will tell you how to proceed on your turn. The options on the spinner are:
  • Pull one carrot out of the garden and put it into your basket.
  • Lose a turn.
  • Pull two carrots out of the garden and put them into your basket.
  • Lose one carrot from your basket. 
Object:
Collect as many carrots as you can and catch the rabbit when he jumps.

Set up:
Place the base on a flat surface. Push the rabbit down in the center of the base until you hear it click into place. Plant the 12 carrots into the 12 holes on the garden base. Give each player a basket to hold his carrots. Place the spinner next to the base.

Play:
Players take turns. On your turn, spin the spinner and follow the directions. If the rabbit jumps up on your turn, try and catch it. If you do, you are the winner. If you don't, the person with the most carrots is the winner.

Alternate play:
All players keep their hands flat on the table top unless they are pulling out a carrot. When the rabbit jumps, everyone attempts to catch it. The person who succeeds is the winner.

Pop-Up Pirate is a similar game.

Try this:
  • Throw the rabbit up in the air several times and practice catching it before playing a game.
  • Skip the game and play with just one person. Push the carrots in, then pull them out one at a time and try to catch the rabbit when he jumps.
  • Set the game up and pull out the carrots till the rabbit jumps if you are working with someone that startles easily. Let them know what to expect before asking them to catch something.
  • Count out loud as you push each carrot in.
  • Skip the spinner, just take turns pulling out a carrot until the rabbit jumps.
  • Try to collect the most carrots. On each turn the player pulls out as many as he dares, quitting before he feels the rabbit will jump. If the rabbit jumps, he lost.
  • Play several rounds and give one point for each carrot held at the end of each round as well as three points for each time a player catches the rabbit. Subtract 3 points if he misses. Highest number after a set amount of rounds (say 5) is the winner. Remember though, most of this is random luck. The only thing you can really control is whether or not you catch the rabbit. And the chance that it jumps on your turn will be based on luck also. It's just such a short game, I was trying to think of a way to extend it.
  • Hold the spinner in the non-dominant hand and spin with the dominant hand. Then switch hands.
  • Isolate different fingers to flick the spinner. Look for a nice big O in the web space before spinning.
  • Put the game away by picking up the carrots one at a time and dropping them into your cupped hand. How many can you hold? Put them back into the box by the handfuls.
  • Leave the base sitting in one spot and try to pull out the carrots by moving your arm and hand to different areas, instead of turning the base so that the carrot you want is in front of you. 
  • Pull out the carrots on the left with your left hand, pull out the carrots on the right with your right hand. Hold the base still with one hand as you pull the carrot out with the other.
  • Predict how many carrots you can pull before the rabbit jumps. Pull the carrots, counting as you go. Subtract one number from the other to see how far off you were.
  • Serve a crunchy snack of carrot sticks as you play. 
  • Work on manual dexterity, coordinated use of two hands, catching, flicking spinner, isolating fingers, eye-hand coordination, socialization skills, process skills, executive functioning skills, play and leisure exploration and participation
In the box: Garden game base, jumping jack rabbit, four cups, 12 carrots, spinner
 
If you are interested in purchasing this item or just want more information, click on the image below.