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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.


Sep 13, 2019

Fish A Ree

Fish-A-Ree - Catch and match measuring game.

Fish-A-Ree is a measuring game, good for someone who is learning to use a ruler. I'll say upfront that the box is much bigger than the contents. I opened the box and saw the pieces lying in the bottom and thought this can't possibly be all there is to it. But yes, it was. The box has to be deep because those fishing bobbers that you see in the image above, floating above the water, are actually different lengths.

The Fish-A-Ree game box is 9" in diameter and 6 1/8" deep. It has a simple rope for a handle that is not pictured above. There is a separate round piece that sits on the top of the box (see image above) that has 12 slits in it. The bobbers that you see in the image above are just above the fish. This is how the game will look after it has been set up for play (image above).

There are 12 bobbers, 10 with fish and 2 with boots. Those pieces look like this:


Each fish will measure anywhere from one to six inches in length. There is a ruler that measures an actual 10 inches.

The number cards each show one number between two and 10.

Object:
Collect the most number cards by catching pairs of fish that measure up to the numbers on the cards.

Set up:
Unfold the pond board and place it on top of the box (pond). Randomly place the fish and boots into the slots. Rotate the pond board in case anyone remembers where the pieces are. Shuffle the cards and place them in a face-down pile nearby. Place the ruler next to the pond.

Play:
Players take turns. On your turn, turn over the card on the top of the deck so all can see the number. Pull one bobber out of the pond and follow these directions:
  • Boot - If you get a boot, your turn is over. Return it to the pond and place it in the same hole it came out of. Put the card on the bottom of the deck.
  • Fish - If you get a fish, place the fish (and not the bobber) next to the rule to see how long it is (see image above).
    • If your fish is the exact number of inches long as the number on the card, you win the card. Take the card and put the fish back exactly where you got it.
    • If the fish is too long, for instance your card says 2 and your fish is 7, it is too long. Your turn is over. Put the card on the bottom of the deck and return the fish to the pond, putting it in the same spot where you got it.
    • If the fish is too short, decide what size the next fish needs to be to equal the number on your card. For instance, your card says 7 and you draw a fish that is 2 inches long. You will need to choose a fish that is 5 inches long (adding 2 and 5 will equal 7). Choose another fish and place it tail to tail next to the fish that is already lined up by the ruler. If it is exactly the number you need, take the card. Put the two fish back into the pond exactly where you found them. If the number does not match, put both fish back into the pond, exactly where you found them, and place the card on the bottom of the deck. Your turn is over.
Play until all the cards are gone. The player who has the most cards is the winner. Or, determine a number of cards before you begin, such as five, and play until someone wins five cards.

Remind the players to watch and remember where fish are located as they're pulled out and then replaced. That way you can quickly find the number you need on your turn and avoid the boot.  

Try this:
  • Talk about the ruler and bobber sticks (fish) before playing. Show how the fish are divided into sections and how to measure them against the ruler.
  • Measure different things that you have around the house after playing the game. Look in advance so that you have items ready that measure exactly to the inch.
  • Introduce a real ruler after you play. Talk about the 12 inches vs 10 inches, how it is called a foot, how the inches are broken down into smaller units, etc. Walk around and measure things with the real ruler.
  • Play a simple match game. Skip the ruler and the number cards. Randomly place the fish in the pond. Taking turns, each player pulls out two fish. If they match, keep them. If they don't, put them back in the exact same spot where you found them. Two boots make a match. Play until all 12 sticks have been claimed. Winner is the person with the most sticks.
  • Hide a prize in the box and set the game up before the player comes to the table. Play the game, then let the winner lift the top off and reveal his prize. Small bags of goldfish crackers or Swedish fish would be fun. Or have several small baggies of a variety of goldfish flavors and let each player choose his favorite.
  • Talk about the basics of fishing, what a bobber is for, why there is a boot in the game, the different types of fish people catch, etc. 
  • Make sure the player does not turn the box before returning each fish. Everyone needs to remember where the fish are in relation to where they are sitting, plus it will require that the player angle their hand/fingers differently for different slot angles.
  • Work on measuring, visual discrimination, visual memory, spatial relations, eye-hand coordination, manual dexterity, mental math, process skills, socialization skills, play and leisure exploration and participation
     
In the box: 12 fish and boots (bobber sticks), 1 pond board, 24 number cards, 1 ruler

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


Sep 10, 2019

Build-A-House Blocks

Create six different buildings with nine colorful blocks.

I like block puzzles and use them to work on in-hand manipulation and/or two-handed activities. These Build-A-House Blocks are probably too big for in-hand for most kids, but for two handed they work fine. 

There are two different Build-A-House sets available and this one includes six different buildings - barn, fire station, train depot, castle, typical house and robot factory. There are nine blocks total and they measure about 2 3/8" square. They are covered with paper but seem to be glued very well. 

The six different buildings are pictured on the back of the box and the images are quite small, 1 3/8" square. Depending on how good your eyes are, you may be able to use these as a guide. It would have been nice if these had been printed larger, on paper inside the box, but that is the OT in me talking. In fact, the game manufacturers encourage you to design your own structures by mixing features from the different buildings. The front of the box says that you can create 10,077,696 unique buildings from these nine blocks. I have to figure that was a mathematical equation, not someone's personal experience ;)

Hint: All of the homes have grass on the bottom three blocks, sky up the left side of the three blocks that will go on the left, sky on the right of the three blocks that will go on the right, and sky on all the top three blocks. The middle picture will have no grass or sky. This could help you narrow it down real fast. 

Here are a couple of other block puzzles I have blogged about:
Animal Friends Cube Puzzle - Includes 3D animals to guide you as you build.
Ravensburger Block Puzzle - Smaller pieces with pictures to guide.

Try this:
  • Place the nine blocks mixed, but with the correct side up, on the table. Allow the individual to assemble the puzzle to see what is expected before turning pieces to incorrect sides.
  • Encourage the individual to hold the block in two hands while turning and looking for what they want instead of just flipping it on the table top.
  • Keep the finished picture of the image nearby for beginners to consult as they build.
  • Make up your own buildings and stories to go with them. Why is there hay in the middle of the train depot or a dragon at the robot factory, etc.
  • Build a house as the individual watches, talking through the process as you go. Say things like I can see this piece goes on the bottom because there is grass, or this piece must go on the top because there is sky above it.
  • Put the puzzle together one row or column at a time.
  • Flip all the pieces so that you have a complete building showing. Then give the individual one piece at a time, not in any particular order, and ask them to guess in which of the nine positions it will go. Adjust as necessary as other pieces are added.You will have to be careful of the order if you are stacking, obviously you can't hand them a top piece with nothing below it to stack on. Or assemble the puzzle flat against the table instead of vertical.
  • Cue the person what to look for if they are confused while they look over the six sides of the cube. Putting the fire station together you can say look for pictures that have to do with a fire. Or the typical house with blue with animals on every block but one, that has s sun. So cue them to look for an animal with a blue background, etc.
  • Turn all the blocks to the correct side for the puzzle you are assembling and then assemble the puzzle, instead of going back and forth between the two tasks, which might get confusing.
  • Work on visual discrimination, spatial relations, visual closure, manual dexterity, coordinated use of two hands, in-hand manipulation, creative play, process skills, executive functioning skills, play and leisure exploration and participation
In the box: 9 blocks
 
If you are interested in purchasing this item or just want more information, click on the image below.