Teacher’s name: V. Antonova, M. Georgieva – 66 Preschool and kindergarten “ Elitsa” – Pancharevo
- Title of the game : Emotive Don’t be angry, Child
- General aim of the game:
- Differentiation of emotional states: anger, fear, grief, love, care, happiness through the possibilities of educational robotics.
- Age range addressed: 5-6 years old.
- Robot that can be used for this game: MIND Clementoni robots.
- Link to the game instructions and game-boards to be printed:
Description of the board:
The game board consists of 1 square with a side of 30 cm and 16 squares with a side of 15 cm. In the center of the playing field is the large square. The remaining squares are arranged as shown in picture 1.
Other useful materials:
Drawings for the square in the center: flower, heart, bear, hand, which correspond to feelings – love, happiness, hug, care.
Each side of the cube has drawings of emoticons: three with positive emotions and three with negative ones.
Phases of the game:
The play board is pre-drawn and the cube is pre-made.
4 children participate in the game. The first child to roll the die/cube is chosen through a counting verse
Start of the game:
Children stand on one of the four sides of the playing field. The first child runs the robot and starts the game from square 1.
- Core phase of the Game
- Participant one(1) starts from square 1. The child rolls the dice. When a positive emoticon falls, the child moves the robot forward one space, and when it is negative, it moves the robot back one space.
- The other children watch and wait their turn.
- Participants 2, 3, and 4 start playing from squares 2, 3, and 4, respectively, according to the algorithm of the first participant.
- The game continues until all participants reach the center of the board.
- Through play, children come to the conclusion: negative emotions pull us back and prevent us from moving forward. The positive ones help us move forward and feel good.
- The game develops children’s abilities and skills to perceive, evaluate and manage their own emotions.
- Through robot activities, children understand that technology helps them learn and develop algorithmic thinking.
- Participants share what emotions they felt during the game. They can rate the feeling they experienced.
The game can be developed in other more complex variants and with other themes.