R849.00
Ages: 6-15 (Grades 1-9) with 2-5 players
Remote Control Worry Control teaches players how to control their feelings of worry and anxiety by teaching them strategies to better cope with those feelings. They can POWER ON for positive self-talk; PAUSE and either act out or describe a relaxation technique; or REWIND and describe a time in the past when they overcame a similar worry or stress. Players learn the value of managing their worries through muscle relaxation, deep breathing, meditation, and visualization.
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The Remote Control Worry Control™ game is a set of four card games that address these findings by focusing on three essential skills for inhibiting impulsivity:
Description for Remote Control Worry Control
Anxiety disorders are the most common emotional/behavioural problems in children and adolescents. Left uncontrolled, anxiety causes not only personal distress, but also can interfere with school success. Children who suffer from excessive worry and anxiety have difficulty with school attendance and school performance; they tend to avoid social activities causing them to be neglected by peers. They also tend to experience frequent somatic symptoms and feelings of low self-worth.
Remote Control Anxiety Control game uses cognitive behavioural therapy to help combat anxiety. It’s use of relaxation techniques like muscle relaxation, deep breathing, and visualization are some strategies to help relieve anxiety. The game contains two decks of 40 cards. One for elementary school students and one for middle school students. Players use remote control symbols which focus on three essential skills for controlling anxiety:
The game uses the above remote control symbols to facilitate learning the skills. There are both competitive and cooperative versions for grades 1-5 and for grades 6-9. The two age groups have separate decks of cards. During the game, players read very brief case studies adapted from real-life scenarios of “anxious” or “worried” thoughts of children. Players then practice one of the three essential skills: they POWER ON for positive self-talk, breaking the negative thought cycle that can lead to escalated worry/stress; they PAUSE and either act out or describe a relaxation technique, which helps them to feel better emotionally; or they REWIND and describe a time in the past when they overcame a similar worry or stress successfully. Playing time: Flexible, from 25 minutes to 50 minutes.
Players: 2-5 Market: Grades 1-9 (two sets of cards: grades 1-5 and 6-9)
Players will:
The game uses remote control symbols (see game photo) to facilitate learning the skills. There are both competitive and cooperative versions for grades 1–5 and for grades 6–9.
The two age groups have separate sets of cards. During the game players read brief case studies adapted from the impulsive behaviour of real kids. Players then practice one of the three essential skills: They STOP and say what they would do instead, or they REWIND and tell about a similar impulse that they had and learned from, or they FAST FORWARD and describe the possible negative consequences of the impulse.
All players practice all three skills during the course of the game. In addition to practising the three skills, players practice planning ahead and social skills as well as exercising frustration tolerance.
Learning Objectives – Players Learn To:
Ages: 6-15 (Grades 1-9) with 2-5 players with Flexible playing time from 25-50 minutes
(two sets of cards: grades 1-5 and 6-9).