Emotional Bingo for Teens Game

Emotional Bingo for Teens Game
Ages 12-18
Middle School
High School
Item Number:
8407
Price:$39.99

Overview

Emotional Bingo for Children is ideal for counseling groups or classrooms. During the game, students learn to recognize a variety of emotions. They are provided with opportunities to discuss their own feelings and to respond empathically to the feelings of others. Each game includes 32 bingo cards (English on one side; Spanish on the other), a poster (20×28"), tokens, call-out cards, and a helpful leader’s guide with discussion guidelines and counseling suggestions.

The ability to display empathy is integral to maintaining health relationships. Built on shared feelings and experiences, relationships can flourish only if people effectively talk, listen, and empathize with each other.

For some students, however, relating to other people’s feeling is difficult. They may not understand the idea of showing empathy and can never quite connect with another person’s joy or pain. Professionals have found that the inability to empathize is a significant and sometimes dangerous characteristic. A lack of empathy, at the very least, can inhibit strong social bonds; at the extreme, it can contribute to antisocial or aggressive behavior.

Fortunately, empathy can be learned. Emotional Bingo for Children serves just this purpose. By way of the familiar format of traditional Bingo, Emotional Bingo creates a context in which one player is rewarded for sharing a personal anecdote while other players are similarly rewarded for offering empathic response.

Example

Example — Embarrassed

For instance, if the chosen emotion is embarrassed, a younger player might offer, “I get embarrassed when my mom yells at me in front of my friends.”

Instead of simply reacting to the story with like experiences, and turning the focus toward themselves, as many people tend to do (e.g., “I get really embarrassed by my dad; he’s never any fun”), players should be encouraged to offer an empathic response to the storyteller.

Some examples would be, “I bet that does make you embarrassed. I am glad you told us, or “I see why you think that’s embarrassing. Does your mom realize when she’s embarrassing you?” In this way, players are putting themselves in the place of the speaker, not just reacting with similar experiences.