The needs game flashcards is an innovative teaching tool for psychosocial skills. It includes 64 cards and a leaflet with 10 game rules.
OBJECTIVES OF USE
Using The needs game flashcards, participants learn to:
- recognise their emotional state;
- link their emotional state to a satisfied or unsatisfied inner need.
PURPOSE
The needs game enables you to:
- judge the intensity of your needs;
- take responsibility for your needs;
- foster social skills and the quality of relationships.
SKILLS DEVELOPED
Introspection +++
Emotional expression +++
Listening skills and empathy +++
Oral participation ++
Questioning ++
Critical awareness +++
CONTENTS
The needs game comes in a cardboard box containing:
- 64 cards, including: 5 need family cards and 59 numbered need cards, with a main need on the front and two related needs on the back;
- instructions for use, including essential information on needs, 9 separate game rules and a complete list of the game's 177 needs.
The needs game lets you explore 177 deep human needs.
STRENGTHS
The needs game flashcards is:
- inclusive: it uses the Luciole font, designed for the visually impaired;
- all-round: it is suitable for all audiences, from schools to corporate seminars;
- illustrated: the drawings on the cards are evocative, inspiring and fun;
- ambitious: the game features an exceptionally wide range of 177 needs;
- eco-responsible: the cards and box are printed in Europe, on paper from responsible sources.
FORMAT ADVANTAGES
A sturdy, elegant box containing printed and laminated cards, plus instructions for use in the form of a small booklet.
OTHER FORMAT AVAILABLE
The needs game printable version in pdf.
CONTEXTS OF USE
- schools, colleges, training centers, universities, orientation;
- coaching, training sessions, business consulting, team management, skills assessment, retraining and return to work;
- therapy, discussion groups, workshops, individual interviews, psychological follow-up, conflict management, mediation.
TRAINING METHODS
- group workshop (recommended group size: 6 to 14 participants maximum);
- individual interviews.
USER PROFILES
- health professionals, prevention leaders, doctors, psychologists, therapists, dieticians, sex therapists, sexologists;
- teachers, educators, consultants, coaches, social workers, image consultants, trainers.
TARGET AUDIENCES
- children aged 6 and over;
- teenagers;
- adults, professionals, beginners and experts.
Language: English
Anne-Laure Cornu-Thenard
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Fantastic deck of cards, amazing drawings, a must in my coaching practice with the Feelings Game. It's simple to use, to make up your own rules should you wish to do so, and the drawings bring a smile on everyone's mouth. I strongly recommend them both!!!
COMITYS
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The Needs Game is easily matched with the Feelings Game, you are right! Thanks...