The Feelings Game
64 cards for emotional literacy
The feelings game is an emotional literacy game containing 64 cards and a leaflet with 8 game rules.
The emotion cards, inspired by Non-Violent Communication (NVC), enable you to :
- name and understand the emotions you feel;
- expand your lexical register of emotions and feelings;
- talk about your feelings with finesse and precision;
- enter the Non-Violent Communication approach;
- develop your psychosocial skills;
- develop emotional intelligence to enter into relationships.
The feelings game is an emotional literacy game comprising 64 cards and a leaflet with 8 game rules.
OBJECTIVES OF USE
Thanks to The feelings game, each participant learns to:
- name emotions;
- divide emotions into the 5 emotional poles;
- distinguish emotions from feelings;
- gauge the intensity of their emotions.
PURPOSE
This game helps to:
- consolidate self-esteem;
- promote social skills and the quality of relationships;
- prevent risky practices;
- encourage positive educational practices;
- reinforce the implementation of rules and constructive limits.
SKILLS DEVELOPED
Introspection +++
Emotional expression +++
Listening skills and empathy +++
Oral participation ++
Questioning ++
Critical awareness +++
CONTENTS
The feelings game comes in a cardboard box containing:
- 64 cards, including: 5 emotional pole cards and 59 emotion cards, coloured and numbered, with a main emotional state on the front and two neighboring emotional states on the back;
- a user guide with essential information on emotions, 8 game rules and a list of 177 emotional states.
The feelings game lets you explore 177 different emotional states.
STRENGTHS
The feelings game is:
- inclusive: it uses the Luciole font, designed for the visually impaired;
- all-round: suitable for schools and corporate seminars;
- illustrated: the drawings on the cards are evocative, inspiring and fun;
- ambitious: a lexicon of 177 emotions;
- 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 feelings game printable version in pdf.
CONTEXTS OF USE
- schools, colleges, universities, orientation;
- training centers, coaching sessions, training, business consulting, team management, skills assessments, retraining, back-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
- healthcare professionals, doctors, psychologists, therapists, dieticians, sex therapists, sexologists, prevention leaders;
- teachers, educators, consultants, coaches, social workers, image consultants, trainers.
TARGET AUDIENCES
- children aged 4 and over;
- teenagers;
- adults, professionals, beginners and experts.
Language: English
THE AUTHOR
Maëlle Challan Belval founded and presides over Comitys, a training organization specializing in psychosocial skills and emotional, relational life education.
Maëlle Challan Belval is motivated to create educational tools to help young people express themselves, to help parents find the right words, to introduce children to emotions, and to equip workshop leaders to deal with emotional and relational life issues. Her publications help to create a climate of trust on intimate and sensitive subjects, and to encourage deep reflection.
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