Life Skills/Social Skills > Children

108 products

  • Greater Me Cards

    Greater Me Cards

    This conversational tool made up of 52 cards and accompanying guidance, helps young people build their advocacy skills by establishing their own strengths and needs. Organised into 10 categories, the cards cover additional needs, feelings and communication, how to seek help, and many more useful topics to develop resilience. There are around 150 questions which can be used flexibly by young people and facilitating adults, such as: What do I think I am good at/not good at? What support from other people do I think will help me manage on my own more easily? Who might I choose to speak to when things become too hard or difficult?

  • Girl Games: Five Fun Card Games for Girls That Teach Important Social Skills

    Girl Games: Five Fun Card Games for Girls That Teach Important Social Skills

    1-3 weeks

    The 5 games are played similar to the traditional card games which makes them fun and easy to play. Cards include different topics with thought-provoking questions that can help facilitate meaningful discussions. Each card game focuses on one aspect of bullying or relational aggression. 1. Crazy Dates (Crazy Eights) Respect; Appreciation; Support; Safety; Trust; Put-Downs; Ignoring; Feeling Uncomfortable; Pressure; Fights; Control; Possessiveness 2. Queen of Mean (Old Maid) Lying; Gossip; Fights; Bullying; Rumors; Best Friends; Exclusion; Jealousy; Secrets; Accusations; Put-Downs; Violence 3. Peace Not War (War) Peaceful Relationships; Self-Improvement; Affirmations; Self-Reflection; Consequences of Rumors; Helping Others; Looking at Accomplishments 4. Confidence Concentration (Memory) Body Image; Likes & Dislikes; Hobbies; Difficulties; Goals; Achievements; Pride; Appearance; Strengths 5. Go Talk (Go Fish) Emotions & Communication; Accusing; Defensiveness; Emotions; Adult Helpers; Conflicts; Listening; Patience

    1-3 weeks

    $29.95

  • Get Out Of Your Mind And Into Your Life for Teens: A Guide to Living an Extraordinary Life

    Joseph V. Ciarrochi, Louise L. Hayes, Ann Bailey Get Out Of Your Mind And Into Your Life for Teens: A Guide to Living an Extraordinary Life

    This book brings essential skills to teen readers, presenting a comprehensive acceptance and commitment therapy (ACT), positive psychology, and emotional intelligence plan for moving past depression, anxiety, unhealthy behaviors, and simple self-doubt. This engaging book follows the journey of the characters Jess and Sam as they learn to control their impulses and focus on becoming the captains of their own ship. Readers come to see their dreams clearly and take steps to make them happen, even though these actions may risk criticism from others and cause them to feel temporarily embarrassed or afraid. By learning that feelings do not need to be translated into actions, teens learn to see their lives in the long term and gain self-control and emotion regulation skills that will serve them well as they move into adulthood.

  • Gaining Insights For Adults Cards

    Gaining Insights For Adults Cards

    Insight is a valuable asset. Our insights help us to know what we do well and in what areas we might do better. Each of the 75 cards pose self-reflective questions to the participants. The first question on the cards looks at a value, skill, or behavior and asks players to rank themselves on a 1-10 scale. The next three questions on the card delve deeper into the issue, providing new ways to look at oneself. As a result of insights gained, opportunities for growth are explored. Complete instructions include group process suggestions. 75 cards, instructions.

  • Gaining Insight for Teens Cards

    Gaining Insight for Teens Cards

    1-3 weeks

    Our insights help us to know what we do well and in what areas we might do better. When we share these insights with others, we give voice to our strengths and weaknesses. Each of the 75 cards in this deck pose self-reflection questions that look at values, skills, and behavior. As a result of insights gained, opportunities for growth are explored. Ages: 13-Adults.

    1-3 weeks

    $40.95

  • From My Head to My Toes, I Say What Goes

    From My Head to My Toes, I Say What Goes

    From My Head to My Toes, I Say What Goes! is a light-hearted exploration of boundaries, nestled in a fun and lively story. The book discusses consent and control for a young audience, through a story that is bold and beautiful, loud and proud. With the feel-good factor turned up to eleven, it also celebrates individualism, inclusivity and empathy.

  • Friendship Play-2-Learn Dominoes

    Friendship Play-2-Learn Dominoes

    In this new game, players have fun playing dominoes while learning how to make new friends, be a good friend, and resolve conflicts in a win-win way. Before playing a domino, a player picks a card from one of four decks and either answers a question or practices a skill. The Ups and Downs cards help players deal successfully with the inevitable problems that arise between friends. The Four W's cards deal with challenging friendship situations; each question starts with Who,

  • The Friendship Guide

    Jillian Roberts, Andrea Armstrong The Friendship Guide

    Friendship is important-and life would be so dull without it! Friendships are essential for social-emotional learning and mental health, but sometimes children struggle with making and keeping friendships. In The Friendship Guide, child psychologist Jillian Roberts outlines central ideas on how to be the best friend you can be. Alongside each of the principles is a scenario showing how it relates to real life-at the playground, at the park, at school or on a playdate. For parents, guardians and kids themselves, it can be difficult to recognize what makes friendships work. With this book, readers will have a comforting and straightforward resource to help guide them toward a lifetime of beautiful friendships.

  • Friends (Revised): Making Them & Keeping Them

    Patti Kelley Criswell, Stacy Peterson Friends (Revised): Making Them & Keeping Them

    "Friends" is designed to help preteen girls learn how to make new friends, and make the most of the friendships they already have. It's full of quizzes, crafts, thoughtful advice, and true stories of friendship shared by real girls.

  • Fix Your Dragon’s Attitude (My Dragon Books - Volume 18)

    Steve Herman Fix Your Dragon’s Attitude (My Dragon Books - Volume 18)

    Having a pet dragon is very fun. But what do you do when he has an attitude? What if he would howl out loud as if he were in pain when things doesn’t go his way? What if he sees everything as negative? Classes are boring, having to brush his teeth while they’re falling out in a few years anyway, friends can’t play because they have homework to do, TV breaks when he needed it the most, and everything else is just again him! What do you do when your little dragon thinks the world is just out to get him? You teach him to adjust his attitude!

  • Feelings Flash Cards

    Feelings Flash Cards

    Todd Parr makes understanding feelings fun with these 20 sturdy flash cards featuring 40 different emotions. Each card shows two opposite feelings, one on each side, rendered in words and lively pictures. Kids will learn what it means to feel silly and serious, calm and nervous, brave and scared, and more.

  • Everything I Do You Blame On Me

    Everything I Do You Blame On Me

    A book to help children control their anger. In the first part of this "double book", children follow the progress of a boy named Eddie and learn some of the most effective techniques available to help children control and transform their anger. In the second book, children practice their own decision-making skills as they choose their own resolutions to the conflicts experienced by a boy having common difficulties with his family. Ages 4-10.

  • Equipped For Life Game

    Equipped For Life Game

    This game for helping youth think and act responsibly, includes over 100 situation cards for each of two levels, grades 5-8 and 9-young adult. Topic areas include: daily living, education, relationships, school, community, substance abuse, employment, and after school activities. As players move around the game board, they are asked to identify thinking errors and replace them with accurate thoughts and constructive action plans. Equipped for Life, which was originally published by Research Press, has been completely redesigned and updated. 2 - 6 players. In addition to serving as an independent learning experience, this game can be used in conjunction with other EQUIP training materials available from Research Press Grades 5 - young adult

  • Empathy Counts Play-2-Learn Dominoes

    Empathy Counts Play-2-Learn Dominoes

    Empathy Counts is an educational game developed to teach young people to understand the concept of empathy, to be empathetic, and to take positive actions towards others based on empathy. It is designed for students in grades 2-7 and can also be used as high-interest material for older students. There are four decks of cards, each covering a different aspect of the players' lives: Friendship, Activities and Hobbies, At School, and All about Myself. This game takes an incremental approach to learning empathy, teaching basic skills and moving on to more complex skills.

  • Don't Squeal Unless It's A Big Deal: A Tale of Tattletales

    Jeanie Franz Ransom, Jackie Urbanovic Don't Squeal Unless It's A Big Deal: A Tale of Tattletales

    With humor and exuberance, a compassionate problem-solving teacher shows classmate piglets who squeal incessantly on each other how to know when to tell and when to solve conflicts themselves. Includes Note to Parents and Teachers. Full-color illustrations.

  • Don't Be Difficult Workbook with CD

    Don't Be Difficult Workbook with CD

    Ages 7 - 12. This workbook is designed for younger children with behavioral problems who may be oppositional or noncompliant. It includes descriptions of six children ( three boys and three girls) who have problems with other people. In each activity, the reader is asked to think of ways in which each child in the story might talk or act to make things easier or more difficult.

  • Do Unto Otters

    Laurie Keller Do Unto Otters

    A Book About Manners Mr. Rabbit's new neighbors are Otters. OTTERS! But he doesn't know anything about otters. Will they get along? Will they be friends? Just treat otters the same way you'd like them to treat you, advises Mr. Owl. In her smart, playful style Laurie Keller highlights how to be a good friend and neighbor - simply follow the Golden Rule!

  • Dive Into Social Networking: Netiquette Essentials

    Dive Into Social Networking: Netiquette Essentials

    Dive into Social Networking: Netiquette Essentials is part of the Smart Sharks Series, designed to teach players safe and respectful techniques while using social media sites. Sitting behind the perceived safety of the computer causes significant disinhibition of foolish, mean and self-defeating behavior. This game will help to teach kids to use the Internet responsibly. This game is appropriate for middle school and up.

  • Difficult Situations Fun Deck

    Super Duper Inc Difficult Situations Fun Deck

    1-3 weeks

    Difficult Situations Fun Deck helps students discuss how they would react to a variety of stressful situations. For example, "Another student keeps looking at your answers during a test." What would you do? Use these 56 illustrated cards to talk about safety, emotions, and different ways of acting in response to events that might occur. Improve reasoning, inferencing, sequencing, and memory skills too! Game ideas and content cards included. Cards measure 2 ½" x 3 ½" and are stored in a sturdy storage tin.

    1-3 weeks

    $21.95

  • CyberSmart Play-2-Learn Dominoes

    CyberSmart Play-2-Learn Dominoes

    CyberSmart is an educational domino game designed to teach young people how to navigate the dangerous waters of the Internet, including wireless devices such as cell phones, PDA's, and MP3 players. Major topics covered include Internet predators, Internet bullying, scams, viruses, and the practice of pro-social Internet behavior. It is designed for students in grades 3 - 7. It also can be used as high interest material for students who are less savvy than their peers about the Internet and its dangers.

  • Conflict Cruncher Play-2-Learn Dominoes

    Conflict Cruncher Play-2-Learn Dominoes

    Now kids can play dominoes and simultaneously learn to resolve conflicts in a nonviolent, win-win way. Before placing their dominoes, players answer questions from one of four card decks: You Solve It Cards ask players to choose the best alternative to conflicts described; Choice Cards require that they evaluate specific solutions; Win-Win Cards demand creative thinking to arrive at solutions that benefit both sides; and True-False Cards ask players to consider what's true about specific disagreements. Genuinely thought provoking, this game trains children to stay calm when facing conflict and engage in problem solving rather than choosing aggression. For 2 to 5 players.

  • The Cheetah Who Lost Her Speed: A Story About Staying Fit

    The Cheetah Who Lost Her Speed: A Story About Staying Fit

    1-3 weeks

    Once speedy, Coco grows slow and pudgy eating junk food and watching too much TV. Her teacher explains the importance of exercise and healthy eating. Soon Coco is back in shape and running faster than ever!

    1-3 weeks

    $18.95

  • Character Strength:  Play-2-Learn Dominoes

    Character Strength: Play-2-Learn Dominoes

    1-3 weeks

    Players have fun playing dominoes while learning how to express positive and negative feelings appropriately, recognize feelings, and care about the feelings of others. The character strengths emphasized in this game are kinkness, self control, forgiveness, modesty, leadership, and social intelligence. Players practice describing how they would respond to various scenarios in ways that would demonstrate the six character strengths emphasized in the game.  2-5 Players Recommended Ages: 5-10

    1-3 weeks

    $39.95

  • Cell Phoney

    Cell Phoney

    After much anticipation, Joanie Maloney finally gets her very own cell phone! Knowing that owning a cell phone requires responsibility and sound judgment, Joanie's mom requires her to complete a Cell Phone Safety Course. "Mom, it's a phone... it's not a weapon!" Joanie exclaims. Along with Joanie, children will learn the six rules of cell phone usage which are designed not only to keep them safe, but also to keep them from being tempted to hurt others. By knowing the rules, children can become masters of their cell phones and avoid becoming a "Cell Phoney!"


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