Teaching Kids to Thrive
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Additional Executive Function Activities

​
Cookie Monster and Self-Regulation

Cookie Monster is the poster-child for someone needing to learn self-regulation. In the PBS video clip “The Biscotti Kid”, Cookie Monster is trying to earn a black and white cookie belt. He has to listen with his whole body to earn the belt.
 
Whole body listening looks like this:
Eyes: Watch
Ears: Listen
Voice: Quiet
Body: Calm
 
Suggested activities while showing the video:
  • Draw a picture of what you look like when you listen with your whole body.
  • Use a storyboard template and have students draw the segments of the video and demonstrate what Cookie Monster did wrong at each point.
  • Have students come up to the front of the class and practice whole-body listening with teacher-given prompts.
  • Play, sing, and celebrate the “Me Want It (But Me Wait)” song.
  • As a class or individually, have students write or draw a story where Cookie Monster wants to do or get something but has to practice his self-control skills.

Resources:
The Biscotti Kid
Me Want It (But Me Wait)


My Play-Doh Brain and Its Functions
Teaching students about how their brains work and grow make a difference in how students are motivated to try new things and see struggle as good. Teach students the parts of the brain, brain facts, and how the brain learns using Play-Doh. You can teach the facts, use a book like Your Fantastic Elastic Brain Stretch It, Shape It by JoAnn Deak (2010), or watch one of the many kid-friendly brain videos on YouTube.

Supplies
Mini Play-Doh colors (3 per student or team)
Toothpicks
Mailing labels or tape and paper

Directions 
  1. Gather three colors of Play-Doh and several toothpicks with labels.
  2. Choose a color and roll one large blob into a long snake.
  3. Wind it back and forth into a brain-like shape. This will become the cerebrum.
  4. Use a toothpick to add a crease or line down the center of the cerebrum (creating two hemispheres).
  5. Roll a second color (slightly smaller) and add it to the back for a cerebellum.
  6. Using a third color, make a short flatter “stem” for the brain.
  7. Create fact flags with the toothpicks and labels.
  8. Create examples of what each brain part does.

Some brain facts (add your own or simplify for younger students):
  • The brain weighs three pounds.
  • The cerebrum has two halves. The right brain controls the left side of the body, and the left brain controls the right.
  • The brain has three parts: cerebellum, cerebrum, and brain stem.
  • The cerebrum is the largest part of the brain. Different sections of the cerebrum control different things like vision, movement, hearing, and language.
  • The cerebellum controls balance, coordination, and movement. 
  • The brain stem takes care of all the automatic functions like heartbeat and breathing.
  • The prefrontal cortex is part of the cerebrum and is the decision-making portion of the brain.

Toss and Try This Brain Advice
The method of toss and try allows students to share what is on their mind, but in an anonymous way. This activity takes personal issues and allows students to share them in a safe environment. They also have the advantage of seeing that other scenarios may be very similar to what they have experienced and gain a new way to deal with the issues.
  • As students learn about each of the six components of the command and control function, they are asked to write a scenario (real or imaginary) that might be a real-world example of a struggle for one of the functions.
  • Tell students not to put their name on the scenarios.
  • Have them wad up the paper into a ball and toss it in a bucket.
  • Then have them draw a ball out and read the scenario.
  • Ask them to identify the command and control function skill(s) it describes and give possible ways to deal with the issue.
  • Close with a discussion of the various scenarios.
 
Roll Play With Puppets or Stuffed Animals
Create different command and control function role-play cards and place them in a can. Small groups of students (two or three) draw out a card and then play out the scenarios the “hot” way and the “cool” way. (see pages 42-44 in Teaching Kids to Thrive for more information on "hot" and "cool" reactions.)
 
Road Map to Success
Discuss goal setting using the SMART method. Use a SMART goal-setting resource worksheet for students. Here is a link  to one example but there are many SMART goal resources and books available.
 
Specific – The goal should identify a specific action or event that will take place.
Measurable – The goal and its benefits should be quantifiable.
Achievable – The goal should be attainable given available resources.
Realistic – The goal should require you to stretch some, but allow the likelihood of success.
Timely – The goal should state the timeline for accomplishment.

​Directions
  1. Ask students to decide on one long-term goal and one short-term goal.
  2. Discuss possible steps in getting to those goals as a class.
  3. Have students write the goals in “I will” statements.
  4. Give each student two large sheets of paper.
  5. Have students write their goals on each paper (one short and one long).
  6. Have them create a starting point at the bottom of the paper (where they are now).
  7. Then have them sketch a road map diagram with steps to getting to the goal on the paper. They can create buildings (stops, schools, or jobs they will need along the route) and possible forks in the road to show different routes to get to the same goal.

Ask students reflection questions such as these:
  • Did the goal have more or fewer steps than you thought at first? Why do you think that is?
  • Are you worried about the time frame you set up? If so, why?
  • Which steps on the road might be more difficult than others? Why are they more difficult?
  • How will you overcome the difficulties?
  • Do you think it helps to think about a goal in such a specific way? Why or why not?

Here is a great link for examples of goals broken down in the SMART method.

Old Games Made New
Students get the opportunity to practice flexible thinking with creativity. Give them traditional games like Candy Land, Checkers, Clue, and Sorry. Ask them to look at the pieces and come up with new rules for playing the game. The games could even be centered around classroom content.  You will be amazed at how much students enjoy this and how creative they can be.
 
Public Service Announcements (PSAs)
Have students individually research several command and control function issues as they apply to academics.

Possible research topics
Breaking down a big assignment
Dangers of multitasking
Focus techniques
How to stay organized
Note-taking techniques
Organizing study space
Sleep habits for learning
Study techniques                      
Test-taking skills
 
Students use their research and work in groups of three to five to create short Public Service Announcement videos (two to three minutes in length). Teachers can upload these to YouTube or create posters with QR codes that link to the videos.
 
Classroom Catch
This game opens the discussion to self-control and allows students to problem solve as a group.
Classroom management tip: Explain to the students that the ball cannot hit the ground or the game will be over. This encourages students to keep the ball in control and not throw it to an unexpecting  person.

  1. Use either a beach ball or a soccer ball. With a marker, write possible self-control issues or questions your students might deal with in a day in areas on the ball. Don’t forget to put a free topic and a pass on a space.
  2. Ask students to form a circle.
  3. Have students toss the ball to other students.
  4. The student who catches the ball looks to see where his right thumb landed, and that is the prompt that he says out loud.
  5. The person standing directly across from him in the circle has to give a possible way he could deal with the issue using his “cool” brain. (pg 42-44 in Teaching Kids to Thrive)
  6. The person with the ball has the option to add to the idea, give another idea, or say “great idea.”
  7. That student then tosses the ball to a new person, and the game repeats.
  8. If the same prompt comes up again, the next pair cannot use the same techniques as the previous pair.
  9. The teacher then leads a summary discussion when the game has played out or time is up.

Possible issues that might be written on the ball
I am not picked first for a team.  
I get pushed in line.
I lose a game.
My mind is wandering during story time.
Someone interrupts me.                                                               
Someone knocked my papers off my desk.
What is self-control?                                                       
Why is focus important? 

And Then ...
Create class stories where every student adds an event or detail to the story. The teacher gives a story prompt such as, “I was walking to school today, and you will never believe what happened…” Each student in the classroom is asked to add an event or detail to the story, one at a time. Students need to pay attention to each other, reflect on possible ways to change the story but ensure it continues to make sense, and add details. This activity will challenge their attention, working memory, and self-control.
 
Games, Games, Games
Any game that involves strategy, memory skills, or flexibility helps students practice command and control skills. We have made a list of several that are perfect for the classroom across all ages. We have categorized the games into whole-group and board games.

Whole-Group Games:
Bop It! by Hasbro
Players must follow verbal instructions to bop, pull, twist, and shout into the Bop It! device before the buzzer rings. The better the player does, the more difficult the instructions become. Similar to Simon, Bop It! requires the use of working memory to win and challenges students by rewarding success with increasing difficulty.
 
Clapping Games
These games are great for working memory and flexibility. Use games like slap count, slap spell, and Miss Mary Mack, or simply use “clap, snap, pat” sequences that you create. Students work in partners to practice the skills.
 
Traditional Games With a Twist
Use traditional games like Red Light Green Light and Mother May I but reverse the actions to be different from the traditional models. “Red light” means go, and “green light” means stop. This activity is harder than it sounds! Students have fun while practicing flexibility and working memory.


Board Games
Many teachers are gravitating toward using board games to exercise command and control function in the classroom. Board games provide opportunities to practice following directions, taking turns, and making decisions. Here are just a few great games to start. We encourage you to tweet us at @tchkids2thrive to share your favorite games.

AnimaLogic
Ages: 5 and up
This game promotes practice of planning, organization, and prioritizing. The animals need to cross the bridge before the river rises but they can only go across in a certain order. Players have to solve a puzzle to help the animals.

Blokus
Ages: 5 and up
This spatial game offers practice in planning and prioritizing. Players take turns placing pieces on the board, starting from their corner. Each new piece played must touch at least one other piece of the same color. The first person to get rid of all of their pieces wins.  

Distraction
Ages: 8 and up
We love this card game that exercises working memory and recall. Players must remember a growing sequence of numbers as they draw number cards. If they draw a Distraction card, the player must answer a quirky question before reciting the numbers in order! Quirky questions keep everyone engaged.  Students will have so much fun they won’t realize they are practicing skills, or they won’t care.

​Simon by Schylling
Simon flashes colored lights and sounds in a pattern that children must remember and then mimic. This classic electronic game builds working memory and challenges students by rewarding success with increasing difficulty.

Max
Ages: 4–7
This game promotes practice of planning, organization, and prioritizing. Players work separately and as a team to get the bird, chipmunk, and mouse home before Max the cat pounces on them.

MindTrap
Ages: 12 and up
This game challenges the way players think! It contains ninety-six cards each of Classic Conundrums, MindTrap Mysteries, Picture Puzzles, and Rebus Riddles.

​Pictionary

Ages: 12 and up
Pictionary is a classic game that encourages time management, flexibility, planning, and prioritizing. It plays like Charades, but instead of acting, players draw clues for their teammates.
Do you have a classroom activity for a Thrive skill?
Share it with us and we love adding resources for teachers!



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