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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!

The OT Magazine named The Playful Otter one of the Top 5 Pediatric OT Blogs.


May 9, 2019

Fingatoi

Fingatoi - Stretchy rings and a bell add to the fun of this game.


Horizontal or vertical, one layer or two, be the first to slip the flexible plastic rings onto your fingers to match the pattern and win the card.

Fingatoi is a game similar to Tricky Hands, the game that has gotten by far the most views on my blog. I'm not sure where the name Fingatoi came from as I could not find a definition and it does not translate that I could find. The only thing I could think of was it's just kind of a slurred pronunciation of "finger toy".

This game comes with 54 pattern cards, each with a different pattern, each pattern made up of five different colors. The five colors on the cards match the five colors of rings. The goal is to be the fastest person to stack the rings on your fingers in the order that is presented on the pattern card and be the first to ring the bell.


The pattern cards are a regular deck of playing cards. By that I mean that besides the pattern you will be playing with, there is a number (2-10) or a letter (A, K, Q, J) and a suit (diamonds, clubs, hearts, spades). There are also 2 jokers. These have nothing to do with the game and need to be ignored. It's odd that they couldn't find a deck of blank cards to have these printed on. Anyway, each card pictures a different object(s) made up of the five colors. You can see examples of the cards in the images above and below. In some of the images colors are stacked vertically, so the five rings will be stacked on one finger in that particular order. It doesn't matter which finger you choose. Other cards show five images lined up horizontally and you will place the rings on five fingers of one hand. The third possibility are the cards that stack items horizontally and vertically. Of this particular pattern, there are never more than three fingers used and never more than two stacked vertically on one finger.


The finger rings are plastic, coiled and flexible. I am not sure if they will permanently stretch out over time. If they do, I will come back and comment. The pink and red colors are pretty close, so you will need to play in a well lit area.

Object:
Be the player with the most cards at the end of the game.

Set up:
Mix the deck of cards and place them face-down in the middle of the players. Players should be facing the deck so that the cards are right-side-up as they look at them for building. Give each player one ring of each color (red, pink, blue, purple, yellow)

Play:
Taking turns, each player will turn over the top card on the deck. All players race to to be the first to put the rings on their fingers and then ring the bell. This ends the round. The other players will check the order of the rings, and if correct, the player who rang the bell will claim the card. Repeat until all cards have been claimed. Each player counts his cards to see who is the winner. 

Try this:
  • Skip the game and the need for speed. Just flip the cards one at a time and place the rings on your fingers. Check each other's hands for correctness. If you are working on the other player catching and correcting their mistakes, make a mistake once in a while on your hand so he can recognize it.
  • Place two cards on the table, face-up, in front of the player. Put the rings on your fingers to match one card. Ask the player to pick the matching card. Add more cards to choose from as the player improves.
  • Skip the game. Place one card face-up in front of the player. Ask him to memorize the order of the colors. Repeat the pattern out loud several times to help fix it in the memory. Turn the card over and ask the player to place the rings on their hand in order. Flip the card back and check if they are correct.
  • Start by working on cards in only one direction. Vertical patterns seem to be the easiest. Some may be confused by skipping from one orientation to the other until they are used to the game. After all different orientations are practiced, then combine them during a game.
  • Place the pattern card in a different orientation to work from. This will take longer to interpret and may be very difficult for some to work from. Since speed is involved with this game, if you are working with someone who is super fast and wins every round, you could ask them to sit in a place at the table that will make him look at the card upside-down or sideways. This may slow them down a little as they interpret the pattern from a different angle.
  • Choose a card that has a horizontal pattern and place the rings on your fingers to match that card. Place that card and several more face-up in front of the player. Flip your hand, so that now the rings are in the opposite direction. Can he still find the matching card?
  • Use a piece of white paper to cover the items on the card that you are not working on if the player has trouble separating them out.
  • Use a piece of white paper to cover the items on the card that you are not working on if the individual does not have the concept of building a vertical pattern from the bottom up. I also use the word "stack", and that sometimes help them get the idea of starting at the bottom and putting one of top of the other.
  • Place a card with a horizontal pattern on the table. Ask the person to hold the hand palm up and build the pattern so that when they flip their hand it will be in the correct order.
  • Work on spatial relations/position in space, visual discrimination, visualization, visual closure, visual memory, eye-hand coordination, finger isolation, fine motor skills, manual dexterity, coordinated use of both hands, executive functions, socialization skills, process skills, play exploration and participation
In the box: 54 pattern cards, 1 bell, 20 colorful rings (enough for 4 players)

May 5, 2019

Wink

Win in the wink of an eye.
Covertly Wink at your secret partner without being detected by the other players. If any of the players cannot Wink, you will need to agree on another form of communication before you start the game, such as blinking. Wink will require a minimum of four people to play, so may be a difficult game to use in therapy if going by the rules.

Object:
Score the most points by successfully communicating with your partners without getting caught, while correctly catching and accusing other players of doing so.

Set up:
Separate the two decks according to the colors of the backs of the cards (black in one pile, white in the other). Place one deck of cards, face-up, in a 6 x 6 grid on the table top. Deal the other deck of cards, face-down, to the players. Each player receives four accuse cards to use to accuse other players they catch winking. Each player chooses one colored pawn and takes the matching play card (the card that shows the same colored pawn).

Play:
The first player places his pawn on any of the face-up cards in the grid, that he does not have a match for in his hand, and loudly announces the number on the card. Play continues until each player has done this. During this round of play, the person who is holding another player's matching card must get their attention and wink at them to let them know. When the first round of placing pawns is over, there is a round of guessing. The player who started the game now must guess which player has the matching card in his hand. If that player has successfully communicated with the player, the player announces his name. If he is correct, he picks up his pawn and the card it was sitting on. He places the card under his play card. The player who was his partner (had the matching card in his hand) takes the matching card out of his hand and places it under his own play card. IF the first player guesses wrong, he takes his pawn, turns the card in the grid face-down, and his partner must hold the matching card in his hand for the rest of the game. The play now moves to the next player for a chance to guess his partner. Continue until all players have had a chance to play. This is the end of the guessing round. Now round continues like the first round, where each player will place a pawn on one of the cards left in the grid.

ACCUSE - If a player thinks he has seen one of the players communicating with another player, he can play one of his accuse cards. This can be played any time during the game. For instance, he feels he has seen player A winking at the player who is looking for number 12. He can say "Player A, you are holding card number 12." If he is correct, he collects both the card PLUS the matching card on the tabletop and places them under his play card. If he is incorrect, nothing happens and the play that was interrupted continues. Either way, the accuse card is discarded from the game. Be careful about accusing people, as any accuse cards you are holding at the end of the game will be worth a point toward your score. 

The game ends when one of the players runs out of cards or all of the cards from the grid have been picked up. Players count the cards under their play card, scoring one point per card. They also score one point for every accuse card they are still holding. The person with the most points is the winner.

Try this:
  • Skip the game. Use one deck of face cards, turning them face-up one at a time. As each card is turned face-up, try to make the face that is on the card. There are 36 different faces. They vary in mouth and eyes and a few have eyebrows. If the player has trouble telling the face they are making, let them use a mirror or cell phone and see their face. Take a picture and then match it to the card and see how they did.
  • Skip the game. Place all of the white cards in a grid, face-up. Choose one of the faces and make it. The other player must look at the cards and successfully choose the face you are making. Add photo props if you have them for more fun. Faces include a mustache, sunglasses, regular glasses, a patch, a bow tie and a monocle.
  • Mix all 72 face cards and make a large grid of face-down cards. Play a game of face memory. Make it interesting by using a calculator and scoring the points for each set printed on the cards.
  • Place all the cards from the white deck face-up on the table top. Then give the player one card at a time from the black deck and ask them to point out the match on the grid of cards. Start with fewer cards if that is too many to look over and try to work up to all 36. All the player to remove each matching card as they find it. As the cards are taken, the matches will be easier and quicker to make. Or leave each card after it is pointed out to require the player to continue to look over them all.
  • Work on visual discrimination, figure ground, manual dexterity, in-hand manipulation, visual memory, winking, reading facial expressions, executive functioning skills, process skills, socialization skills, play and leisure exploration and participation
In the box: 2 decks of 36 numbered face cards, 32 accuse cards, 8 player cards, 8 wooden pawns

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