EQ for Success: The Emotional Intelligence Game for Teens and Adults
* Economy shipping to contiguous USA only.
Ages 14 through adult. 2-5 players. Emotional intelligence (often abbreviated EI or EQ) is the ability to handle one's own emotions and to read and respond to others' emotions in ways that create positive relationships. Although the concept of emotional intelligence was popularized with the 1995 publication of Daniel Goleman's Emotional Intelligence, it is based on a long history of research and theory in personality and in social and industrial psychology. Of greatest importance is the fact that there is now an extensive body of research suggesting that the ability to identify and manage one's own emotions as well as those of others is critical for life success.
As the pace of change increases, school and work will make greater and greater demands on a person's cognitive, emotional, and physical resources. It will become increasingly important for individuals to develop emotional intelligence in order to cope and be successful. Mental health professionals agree that emotional intelligence may be a protective/resiliency factor against life stressors as well as depression, anxiety, antisocial behaviors and drug/alcohol dependence. Emotional intelligence encompasses several abilities. It includes:
EQ for Success is an entertaining and engaging game that reflects the five areas of emotional intelligence outlined above. There are two versions—one competitive, one cooperative—each with its own set of rules. In the competitive version, each player is given a card with an image of a brain. Each Brain Card has room for the placement of round tokens. Players answer questions and win tokens, using them to fill in their “brain” in a way similar to filling in a bingo card. The first player to completely fill in the Brain Card is the winner. In the cooperative version, players work together to completely fill in two Brain Cards.
There are five decks of cards representing the five skills and a sixth deck of Bonus Cards that add to the educational value of the game as well as to its fun and excitement. One type of Bonus Card is the Wise Owl card. When a player picks one of these cards, another player must pose a problem related to EQ, and the player who picked the card gives possible solutions.
Playing time: Flexible from 30 minutes to 45 minutes.
Learning Objectives: Players will:
1. Understand the concept of emotional intelligence and how it can help them manage themselves and their relationships at work, in school, in the community, and at home.
2. Become more aware of their own feelings and moods.
3. Learn important skills for keeping themselves motivated and goal oriented.
4. Improve relationships with peers.
5. Improve their ability to feel and show empathy.
6. Learn how to solve interpersonal problems by practicing on real problems during the game.
|Topics:||Emotions, Relationships, Empathy|
|Recommended ages:||Not specified. See product description.|