Abnormal Psychology, Clinical Psychology, Psychopathology, Lifespan Development
People can have different triggers for anxiety. Within an individual, the things that trigger anxiety may be consistent. Recognizing these triggers can better prepare us to regulate our emotions during these uncomfortable times. We can use different strategies to cope through the triggers or to reduce baseline stress to make anxiety more manageable.
Teacher - △ Student - ▲
0
5
Commentary:
This game gets students relating to each other on daily hassles and common struggles (the cards represent relevant stressors). The game is a nice metaphor for anxiety attacks because anxiety attacks are more likely as stressors build and can be "contagious" to other people, who may empathize or want to help the anxious person.
⚪
I removed 3 cards for death-related and explicit content
4 / 5
3.97 / 5
3.45 / 5
0.2
5.5
0
0
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14
Abnormal Psychology, Clinical Psychology, History of Psychology
Psychoanalysis is a therapeutic approach that uses glimpses into the subconscious as a way to understand and address an individual's deep rooted desires and fears. Inkblot tests asks clients to freely associate from a visually ambiguous stimulus. The client's first response from these inkblots is thought to tell the therapist about the client's personality, mindset, traumas, etc.
Teacher - △ Student - ▲
0
5
Commentary:
This game may be a valuable resource in a counseling theories or psychoanalysis course. Students can experience what it's like to get an ink blot test performed on them and discuss the counseling approach. Outside of this context, the game may be more fun than a valuable learning resource.
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No modifications needed
3.68 / 5
3.35 / 5
3.55 / 5
0.06
5
0
0
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12
Abnormal Psychology, Clinical Psychology, Psychopathology, Lifespan Development
Psychological disorders can be treated through therapy and/or prescribed psychiatric drugs. Depending on the diagnosis, a different therapeutic approach or psychiatric drug may be recommended or more effective. These treatments may have side effects. As a clinician, the pros and cons of different treatment approaches may be considered in treating an individual.
Teacher - △ Student - ▲
0
5
Commentary:
This game is pretty straightforward to play. It would be a nice game to use as review for a clinical psychology unit or for a clinical psychology course. The game has cards with mental disorders, psychiatric drugs and therapy types and gives students the opportunity to discuss treatments for the mental disorders.
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No modifications needed
3.69 / 5
3.61 / 5
3.34 / 5
0.12
5.18
0.96
1
Click Here for breakdown of engagement and bonding scores
12
Cognitive Psychology, Learning, Memory
People develop schemas for concepts. These schemas include features of that concept but also related concepts or features.
Teacher - △ Student - ▲
0
5
Commentary:
This game may look complicated but the students really enjoyed it. They expressed how difficult it is to give clues, even though the game gives structure on how to think of clues. They also noticed how the effectiveness of clues have a lot to do with the teammate's previous experiences.
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No modifications needed
3.74 / 5
4.24 / 5
3.5 / 5
0
5.85
3.85
4
Click Here for breakdown of engagement and bonding scores
28
Cognitive Psychology, Thinking
Learning builds off of previous events. Learning a new rule may be easier or harder depending on how often the rule applies and what the
Teacher - △ Student - ▲
0
5
Commentary:
Out of all of the fluxx games that we played, the students enjoyed this game the most. The cards were more straightforward and predictable than the original Fluxx game. The numbers also made the game's objectives seem more relevant and meaningful.
⚪
No modifications needed
3.46 / 5
3.84 / 5
3.73 / 5
0.08
5
2.88
3
Click Here for breakdown of engagement and bonding scores
9
Cognitive Psychology, Thinking
People tend to use prior knowledge or other presented information as anchors for their estimates or educated guesses. Other strategies people use for estimating attributes include availability heuristic and representativeness.
Teacher - △ Student - ▲
0
5
Commentary:
There are a lot of cool facts on the game cards. The cards are divided into themes and typically have some sort of number that the players need to guess. This would be a lovely addition to discussions about judgment like anchoring effect and availability heuristics. As a plus, the students get to learn cool trivia facts.
⚪
No modifications needed
3.85 / 5
3.94 / 5
3.53 / 5
0
5.31
0
0
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16
Cognitive Psychology, Sensation & Perception, Thinking
Template matching theory may be used to detect two identical symbols. Parallel search may be used if there is only one distinct feature difference but serial search is needed if there are more feature differences. People use a decision criteria (signal detection theory) for determining whether to take action.
Teacher - △ Student - ▲
0
5
Commentary:
This game is really easy to learn and to play. Students tend to get really loud when playing this game. It's a game of reflexes and reaction time. It's close to a real life stroop test.
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No modifications needed
4.22 / 5
4.41 / 5
3.66 / 5
0.03
6.09
0
0
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22
Cognitive Psychology, Sensation & Perception, Thinking
People learn to associate a stimuli with a response, but as they are learning these associations, they may need to also learn to inhibit other associations as to not trigger those responses.
Teacher - △ Student - ▲
0
5
Commentary:
The rules of this game are really simple, as it was originally designed for younger kids. Cards have different objects, colors and commands on them. Students would need to learn the associations and not have the learned associations interfere with the new pairings. There is also some similarities to a stroop test. This game is a little less interactive and fun compared to Jungle Speed.
⚪
No modifications needed
4.24 / 5
4.62 / 5
3.96 / 5
0.18
6.5
1.92
2
Click Here for breakdown of engagement and bonding scores
8
Cognitive Psychology, Thinking
People can take a deontological or utiliarian point of view when it comes to moral reasoning. With the different identities and scenarios represented on the game's cards, the players will discuss the factors that contribute to moral reasoning.
Teacher - △ Student - ▲
0
5
Commentary:
This game is equally a thinking game and a fun game. The objective of the game lends itself for a lot of discussion and debate. My students had a lot of fun with this game, but I would advise the instructor to carefully go through the cards and take out cards that would be offensive or inappropriate for their students given their culture.
⚪
I removed 11 cards for sexually explicit content
4.39 / 5
4.6 / 5
4.08 / 5
0
4.71
0
0
Click Here for breakdown of engagement and bonding scores
7
Cognitive Psychology, Thinking
People represent numbers of a mental number line. They may use clues or proxies in order to figure out how far away a number is from a previous number.
Teacher - △ Student - ▲
0
5
Commentary:
This game is really simple to learn and get better at. Players guess what numbers people have based on lengths of delays and pauses. It is a bit one-dimensional though. It is a good tool to talk about the mental number line.
⚪
No modifications needed
4.04 / 5
4.33 / 5
3.69 / 5
0.07
5.6
3.85
4
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10
Cognitive Psychology, Thinking
Features of objects can be represented on a continuous scale (e.g., even similarity between items). Objects, concepts or other features fall somewhere on this scale based on prior knowledge and experience.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a nice way to demonstrate that most features are continuous instead of binary. It can also be tricky to play because some of the word pairs are not commonly thought of as continuous, i.e., people tend to talk about the features on both ends of the spectrum.
⚪
I removed 20 cards that could lead to inappropriate clues
3.67 / 5
4.02 / 5
3.44 / 5
0.04
5.5
3.85
4
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18
Lifespan Development, Developmental Psychology, Social Psychology, Intimate Relationships
Erik Erikson's theory of socio-emotional development identifies eight stages within a person's lifespan, where people have different conflicts that they are trying to resolve within themselves and with society. These conflicts (e.g., intimacy vs. isolation) relate to goals for that life stage (e.g., finding a partner).
Teacher - △ Student - ▲
0
5
Commentary:
This game can be a bit complicated to set up and learn how to play, but out of all the lifespan-related games, this one is one of the most thorough, covering topics like education, relationships, jobs, savings, etc. in a more thoughtful way than the Game of Life.
⚪
I removed 1 card for non-monogamous reference
3.56 / 5
3.71 / 5
3.59 / 5
0
5.44
0
0
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9
Career Counseling, Industrial-Organizational Psychology, Lifespan Development, Developmental Psychology
Erikson’s psychosocial development theory identifies the issue of identity vs. role as a (internal) conflict that is prominent in adolescence. During this stage, teenagers and young adults may be making decisions about their education status and careers.
Teacher - △ Student - ▲
0
5
Commentary:
This game focuses on choosing a career, getting the education for the game and playing the game as the employee. Given how old this game is, some of the concepts and problems are not as timely anymore, but it does give the students a perspective into how society has changed over the years.
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No modifications needed
3.63 / 5
4.17 / 5
3.77 / 5
0
5.73
0.96
1
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11
Career Counseling, Industrial-Organizational Psychology, Lifespan Development, Developmental Psychology
Erikson’s psychosocial development theory identifies the issue of identity vs. role as a (internal) conflict that is prominent in adolescence. During this stage, teenagers and young adults may be making decisions about their education status and careers.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a newer edition of the Careers (1958). The jobs are more timely but the salaries are still strange. The 1958 version has better scaffolding and supporting accessories. This one has easier instructions and an overall easier play experience.
⚪
No modifications needed
3.24 / 5
3.4 / 5
3.37 / 5
0
4.63
0
0
Click Here for breakdown of engagement and bonding scores
11
Career Counseling, Industrial-Organizational Psychology, Lifespan Development, Developmental Psychology
Erikson’s psychosocial development theory identifies the issue of identity vs. role as a (internal) conflict that is prominent in adolescence. During this stage, teenagers and young adults may be making decisions about their education status and careers.
Teacher - △ Student - ▲
0
5
Commentary:
This game was probably one of the more confusing career related games to play. There are some advanced game mechanics in the game that can take the students some time to learn and get used to.
⚪
No modifications needed
3.33 / 5
3.64 / 5
3.83 / 5
0
5.5
1.92
2
Click Here for breakdown of engagement and bonding scores
10
Career Counseling, Industrial-Organizational Psychology, Lifespan Development, Developmental Psychology
Erik Erikson's theory of psychosocial development identifies eight stages within a person's lifespan, where people have different conflicts that they are trying to resolve within themselves and with society. These conflicts (e.g., intimacy vs. isolation) relate to goals for that life stage (e.g., finding a partner).
Teacher - △ Student - ▲
0
5
Commentary:
This game is a classic and my students were very excited to play it. This version is different from the original game. The careers have been updated and some of the life events have been updated to be more timely as well. The value in the classroom is as much as the students put into it. I suggest giving more direction in discussion topics throughout playing the game.
⚪
No modifications needed
3.93 / 5
4.456 / 5
3.77 / 5
0
6.28
2.88
3
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11
Lifespan Development, Developmental Psychology, Social Psychology, Health Psychology, Intimate Relationships
Erik Erikson's theory of psychosocial development identifies eight stages within a person's lifespan, where people have different conflicts that they are trying to resolve within themselves and with society. These conflicts (e.g., intimacy vs. isolation) relate to goals for that life stage (e.g., finding a partner).
Teacher - △ Student - ▲
0
5
Commentary:
This game has a similar feel as the Adulthood game, but a little bit more complicated. There are different sections of the board that the students need to track. Overall, the game takes longer to set up but there are more practical dilemmas that the students face. This game could have value as long as the instructor can provide some support in learning the game.
⚪
No modifications needed
3.38 / 5
3.678 / 5
3.654 / 5
0.06
5.25
0
0
Click Here for breakdown of engagement and bonding scores
12
Lifespan Development, Developmental Psychology,
Erik Erikson's theory of psychosocial development identifies eight stages within a person's lifespan, where people have different conflicts that they are trying to resolve within themselves and with society. These conflicts (e.g., intimacy vs. isolation) relate to goals for that life stage (e.g., finding a partner).
Teacher - △ Student - ▲
0
5
Commentary:
This game was inspired by the Game of Life, but instead of having a board, the game is based on cards. The game has less focus on stages of life and more focus on the meaning of life and life goals (as the name of the game suggests).
⚪
No modifications needed
3.56 / 5
3.69 / 5
3.49 / 5
0.12
5
1.92
2
Click Here for breakdown of engagement and bonding scores
12
Lifespan Development, Developmental Psychology, Clinical Psychology, Abnormal Psychology, Counseling Skills
Erik Erikson's theory of psychosocial development identifies eight stages within a person's lifespan, where people have different conflicts that they are trying to resolve within themselves and with society. These conflicts (e.g., intimacy vs. isolation) relate to goals for that life stage (e.g., finding a partner).
Teacher - △ Student - ▲
0
5
Commentary:
This game is very versatile and can be played in a wide range of contexts. Originally designed to be a dialectical behavioral therapy tool, the game doesn't feel like an educational game. Every group of students that played this game thoroughly enjoyed it. Lots of laugther too. The students found the situations on the cards amusing and challenging (in a good way) to solve using the DBT skills.
⚪
No modifications needed
4.08 / 5
4.03 / 5
3.62 / 5
0.02
5.44
2.88
3
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32
Behavioral Neuroscience, Biopsychology
The amygdala is part of the brain’s limbic system and is responsible for processing emotional stimuli and detecting threats. The amygdala and hippocampus communicate with each other for storing emotionally charged memories.
Teacher - △ Student - ▲
0
5
Commentary:
The game has amazing art and mechanics that are a great metaphor for the brain. However, besides aesthetics, there is very little connection to brain function or emotional (dys)regulation. The game is unfortunately difficult to set up and also mentally taxing to play. I would not recommend playing this game as it is, but instead figure out a modification that adds more educational support.
⚪
No modifications needed
2.36 / 5
3 / 5
3.93 / 5
0
3.5
0
0
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2
Lifespan Development, Developmental Psychology, Psychological Wellbeing, Emotions
Emotions can serve as guiding principles for our thoughts and behaviors. Some emotions will motivate us to act in situations or make certain decisions. Some of these actions could have consequences that either serve us or work against our goals and desires. It is important to distinguish when acting on an emotion is productive (e.g., setting boundaries) and when they are counterproductive and thus require emotional regulation.
Teacher - △ Student - ▲
0
5
Commentary:
This game has really cute artwork and really straightforward rules. In practice, the game seemed less fun to plan than the artwork and simplicity suggests. Some students found the game too repetitive and too long to finish. This game could be played in short sessions.
⚪
I removed 2 cards for flirty emotions
3.65 / 5
3.94 / 5
3.39 / 5
0
5.31
1.92
2
Click Here for breakdown of engagement and bonding scores
16
Lifespan Development, Developmental Psychology, Emotions
Emotion can be a motivator and guiding tool. It can tell us how we feel about our circumstances and motivate us to change or maintain our circumstances. For example, cognitive behavioral therapy is based on the idea that our thoughts can determine our emotions and our emotions can dictate our behavior.
Teacher - △ Student - ▲
0
5
Commentary:
There are two versions of this game: one that is card based and one that is board game based. The card version, which we used, is a lot simpler than the board game version. The students found the rules a little hard to learn but once they learned the game, it seemed more fun than the Block Happy game.
⚪
No modifications needed
3.07 / 5
3.16 / 5
2.9 / 5
0
4.3
0
0
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10
Lifespan Development, Developmental Psychology, Emotions
People can have different emotional reactions to the same scenario. Being able to anticipate how other people would feel in a situation requires perspective taking and empathy. Anticipating the emotional reaction of others could create opportunities for social bonding, social support and conflict resolution.
Teacher - △ Student - ▲
0
5
Commentary:
This game was a lot of fun. Don't be fooled by the eccentric artstyle! It seemed like a game that would be too easy for college students, but the scenarios were relevant and/or amusing for students to flashback on. There were some tricky emotions within the games so there is enough variation in scoring per round. This game is probably best played after the students have gotten to know each other, since they need to guess how their partners would feel with each scenario.
⚪
No modifications needed
4 / 5
4.12 / 5
3.78 / 5
0
5.5
0
0
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8
Lifespan Development, Developmental Psychology, Emotions, Counseling Skills
Social support is one of protective factors against developing depression and other mental health issues. Noticing when your friend is sad and what to do to support them could strengthen the bond you have with your friend.
Teacher - △ Student - ▲
0
5
Commentary:
This game has a lot of great suggestions of mood lifters and stress reducers on the cards and could be a great way for students to think about their own mental health and how they can support their friends if they are feeling down. The game mechanics are a little tricky though, so the appropriateness of this game for class depends on class time and the game savvyness of your students. Students with less experience with games in general may be bogged down by the token or resource system.
⚪
No modifications needed
3.43 / 5
3.87 / 5
3.568 / 5
0.04
5.56
0.96
1
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18
Cognitive Psychology, Sensation & Perception, Thinking, Learning & Memory, Clinical Psychology, Counseling Skills
Learning builds off of previous events. Learning a new rule may be easier or harder depending on how often the rule applies and what the consequences are.
Teacher - △ Student - ▲
0
5
Commentary:
Fluxx 5.0 is an improved version of the original fluxx game, with no specific theme associated with it. Most of the cards are everyday objects, so the game can be used for discussing category learning, concept learning, etc. Students did find the changing rules a little frustrating because they did not know how they should be shifting gears. Playing this game multiple classes may be helpful to offset this. I could also see this game being used as a metaphor about live and to teach students about adapatability.
⚪
No modifications needed
3.09 / 5
2.98 / 5
3.27 / 5
0
4.14
0
0
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7
Cognitive Psychology, Sensation & Perception, Thinking, Learning & Memory
Learning builds off of previous events. Learning a new rule may be easier or harder depending on how often the rule applies and what the consequences are.
Teacher - △ Student - ▲
0
5
Commentary:
This is a pretty basic version of Fluxx that could be nice to use if your students come from all over the country. This could be a nice ice breaker game or reference activity for later discussions about learning, problem solving and decision making.
⚪
No modifications needed
3.4 / 5
3.68 / 5
3.53 / 5
0
4.56
0
0
Click Here for breakdown of engagement and bonding scores
9
Cognitive Psychology, Sensation & Perception, Thinking, Learning & Memory
Learning builds off of previous events. Learning a new rule may be easier or harder depending on how often the rule applies and what the consequences are.
Teacher - △ Student - ▲
0
5
Commentary:
This version of Fluxx is the most complex of the ones that we tried. Instead of being based on cards only, this game incorporates a changing board which is made up of changing tiles. This adds a level of complexity and could be appropriate to use if it is used after having played a basic version of Fluxx like the others in this list.
⚪
No modifications needed
2.95 / 5
3.02 / 5
3.49 / 5
0
3.88
0
0
Click Here for breakdown of engagement and bonding scores
8
Cognitive Psychology, Sensation & Perception, Thinking, Learning & Memory
Classical conditioning is a learning process in which a neutral stimulus elicits an unconditioned response after repeated pairings with an unconditioned stimulus. This type of learning is relevant when teaching dogs tricks.
Teacher - △ Student - ▲
0
5
Commentary:
This game could feel a little silly to the students so it's important to introduce this game later into the academic term once they have gotten more familiar and comfortable with each other. The rules include calling players "good dog" and "bad dog" as forms of rewards and punishment, so the students would need to be comfortable saying this to one another. Of course, these rules could be modified by the instructor how they see fit. I can see this game being incorporated into a lesson on classical and operant conditioning and it has nice ties to Ivan Palvov's experiment with his dog. The instructor can then hold a discussion after gameplay labeling the elements of the game with the relevant psychology terms.
⚪
No modifications needed
3.67 / 5
3.8 / 5
3.92 / 5
0
5.3
0
0
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10
Cognitive Psychology, Sensation & Perception, Thinking, Learning & Memory
Learning builds off of previous events. Learning a new rule may be easier or harder depending on how often the rule applies and what the consequences are.
Teacher - △ Student - ▲
0
5
Commentary:
This game can get really chaotic fast and thus, was polarizing. Some students liked that the game was always changing, others were frustrated that there was so many rules to track.
⚪
No modifications needed
3.84 / 5
3.91 / 5
3.6 / 5
0.02
5.56
4.81
5
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29
Cognitive Psychology, Learning & Memory
People have two working memories: visuospatial sketchpad (visual) and phonological loop (verbal/phonological). To store things in memory, people need to convert information in their working memory into long term memory. There can be order effects depending on the sequence of memorization. You can remove the recency effect by having people do a distractor task.
Teacher - △ Student - ▲
0
5
Commentary:
This game has enough elements of the memory section of either Intro Psychology or Cognitive Psychology that I can see it being used after or before a lecture on the topic. The instructor can talk about types of working memory, memory effects (primacy and recency effect), the purpose of a distractor task, memory mistakes (e.g., visual or phonological similarities), and maybe even availability heuristic (e.g., if for the distractor task, the player is asked to name words that start with "r"). Overall, I think this game has a nice balance of learning opportunity and fun and the rules are simple enough to learn.
⚪
I removed 4 cards for sexual content or cuss words
4.11 / 5
4.09 / 5
3.61 / 5
0.18
5.71
0.96
1
Click Here for breakdown of engagement and bonding scores
17
Cognitive Psychology, Learning & Memory
When viewing images, we first use sensory memory and then visual working memory to keep them in mind. We need to convert this into long term memory in order to recall them for later. You may use chunking or elaborative processing in order to remember them better.
Teacher - △ Student - ▲
0
5
Commentary:
The students like this game a lot. The art is beautiful and the items to remember are good for learning more about (U.S.) geography (e.g., such as national parks). I have heard some students complain that it does take some practice to get the hang of the game, but afterwards, it is fun to play and rather challenging - requiring them to use the memory techniques they learned in class.
⚪
No modifications needed
3.57 / 5
3.39 / 5
3.49 / 5
0.03
4.83
4.81
5
Click Here for breakdown of engagement and bonding scores
24
Cognitive Psychology, Sensation & Perception
Perception of color category boundaries is culture-dependent but specific hues are even more subjective and experience-dependent
Teacher - △ Student - ▲
0
5
Commentary:
This game can easily be incorporated into talking about linguistic determinism and linguistic relativism, especially when discussing how different cultures have different labels and color boundaries for certain shades of green and blue. The map of colors is very similar to the ones depicted in those studies. For a post-gameplay discussion, the instructor can talk about how prior knowledge could even include perceiving and identifying certain hues, e.g., periwinkle is a valid clue in the game because it does not use the word "purple" and would be a really good clue for those who know the names of purple hues and very confusing for those who do not.
⚪
No modifications needed
4.15 / 5
4.41 / 5
3.42 / 5
0
6.33
8.65
9
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21
Cognitive Psychology, Sensation & Perception
Binding features requires attention. Serial search is used to check for common and differing features.
Teacher - △ Student - ▲
0
5
Commentary:
This game is very simple to learn and understand. It's a nice way to get students to complete multiple "trials" of a visual attention/perception experiment in an "accidental" and fun way as opposed to completing a traditional experimental task. In addition, students can observe and learn from each other what trips people up when it comes to picking out a set with unique and non-overlapping features. This way of discussing feature binding could feel more concrete and graspable to students.
⚪
No modifications needed
4.03 / 5
3.97 / 5
3.46 / 5
0
5.5
4.81
5
Click Here for breakdown of engagement and bonding scores
14
Cognitive Psychology, Sensation & Perception
Sounds (of the same kind) have a wide range of acoustics. People use a typical or prototypical sample to represent the category.
Teacher - △ Student - ▲
0
5
Commentary:
This game can be good in theory but I highly suggest the instructor to go through and pick out cards that are easier to make sounds for. While there are not a lot of inappropriate cards, there are a lot of cards that require knowing pop culture references which could be exclusionary for international students, and a lot of cards that are simply hard to make sounds for. The latter cards would then have very little education value.
⚪
I removed 12 cards for awkward or difficult to mimic sounds
3.67 / 5
4.19 / 5
3.85 / 5
0
5.8
0
0
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10
Cognitive Psychology, Sleep Disorders, Sleep & Dreams
A coma is a state of severely reduced or absent consciousness in which an individual is alive but unable to respond to the environment.
Teacher - △ Student - ▲
0
5
Commentary:
This game has a very extensive rule book and unfortunately did not have as many (discussion) elements of comas and vegetative states as I had hoped. The students did spend most of the class time reading and understanding the rules as opposed to playing the game and being able to extract out the course-relevant components for discussion.
⚪
No modifications needed
2.34 / 5
3.17 / 5
3.24 / 5
0
4.5
0.96
1
Click Here for breakdown of engagement and bonding scores
3
Cognitive Psychology, Sleep Disorders, Sleep & Dreams
Dreams most commonly occur during REM (Rapid Eye Movement) sleep, a stage of the sleep cycle characterized by heightened brain activity, vivid imagery, and temporary muscle paralysis.Themes that appear in dreams often reflect personal experiences, emotions, and concerns, with common motifs including being chased, falling, flying, or navigating social interactions, which may serve to process unresolved thoughts or emotions.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a good vehicle to talk about dreams and the different theories for why we have dreams. There are some cards that are very common motifs amongst dreams while others seem more random, arbitrary, or subjective, which aligns well with how some dreams seem nonsensical and do not relate to what happened during the day or what is being thought about on an unconscious level.
⚪
No modifications needed
3.98 / 5
4.25 / 5
3.63 / 5
0
5.77
1.92
2
Click Here for breakdown of engagement and bonding scores
13
Cognitive Psychology, Sleep Disorders, Sleep & Dreams
Dreams most commonly occur during REM (Rapid Eye Movement) sleep, a stage of the sleep cycle characterized by heightened brain activity, vivid imagery, and temporary muscle paralysis.Themes that appear in dreams often reflect personal experiences, emotions, and concerns, with common motifs including being chased, falling, flying, or navigating social interactions, which may serve to process unresolved thoughts or emotions.
Teacher - △ Student - ▲
0
5
Commentary:
This game has good potential but I recommend the instructor have the students watch a video on how to play the game instead of or in addition to reading the rules a supplement. The game has a "sleep cycle" tracker where you progress through stages/hours of sleep and need to collect tiles in order to complete a dream or nightmare. However, I do believe the instructor should modify or add some supports to the gameplay so that the students do not get lost in the rules and the game mechanics and loose sight of the relevance to course curriculum.
⚪
No modifications needed
2.96 / 5
3.13 / 5
3.52 / 5
0
4.13
0.96
1
Click Here for breakdown of engagement and bonding scores
8
Cognitive Psychology, Sleep Disorders, Sleep & Dreams
Dreams most commonly occur during REM (Rapid Eye Movement) sleep, a stage of the sleep cycle characterized by heightened brain activity, vivid imagery, and temporary muscle paralysis.Themes that appear in dreams often reflect personal experiences, emotions, and concerns, with common motifs including being chased, falling, flying, or navigating social interactions, which may serve to process unresolved thoughts or emotions.
Teacher - △ Student - ▲
0
5
Commentary:
This game is similar to Dream On but adds a competitive and antagonistic element to it. It is a nice choice if you have more classtime or would like students to work in teams and build teamwork skills. Otherwise, I would suggest getting Dream On instead which incorporates the memory and interpretation elements of this game but removes the misleading the other team in order to win element.
⚪
No modifications needed
3.59 / 5
4.22 / 5
3.66 / 5
0
5.5
0.96
1
Click Here for breakdown of engagement and bonding scores
31
Social Psychology, Industrial-Organizational Psychology, Management, Evolutionary Psychology
Reciprocal altruism is when people help others expecting that they would be helped later. Reciprocal norm is the social norm that people should return favors or kindness that they received from others. Engaging in these two acts can help foster cooperation and collaboration in short-term and long-term relationships.
Teacher - △ Student - ▲
0
5
Commentary:
This game is very unique in that it has both collaborative and competitive components. While the competitive component is very obvious, the collaborative component, or the incentive to be collaborative, only becomes obvious once you start playing the game. The players learn that in order to meet their individual goals it is sometimes unavoidable to ask for and get help from others. A community that is collaborative benefits all the individuals in the community. This game would be good to discuss prosocial behavior and evolutionary explanations for it, especially since the game takes place in the context of agricultural farming and has economical components.
⚪
No modifications needed
3.85 / 5
3.93 / 5
3.66 / 5
0.06
5.5
0.96
1
Click Here for breakdown of engagement and bonding scores
12
Social Psychology, Industrial-Organizational Psychology, Management
There are different motivations for social deception or lying. Some lies could stem from self-preservation desires and others could be trying to fit into a group. In order to survive in certain social or political climates, people have learned how to keep the peace, make friends, and not appear like a foe. Those who are outside of a group but want to appear within a group would need to appear cooperative and aligned with the group's goals. Evolutionary psychology explains why we are sensitive to freeloaders and cheaters and try to detect these people within groups.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a more advanced or complicated type of social deception game. Since there are different roles with different abilities, there are many more things to track than a game like 'One Night Ultimate Werewolf" where the only social deduction that needs to be made is whether someone is a werewolf or a civilian. For this game, one needs to track which of four characters each player could be and incorporate information from what they know about other players in order to deduce what is the most likely identity of each player. This game may require more classtime in order to be effective for this reason. However, I think it would be an effective vehicle to talk about impression management and potentially ingroup-outgroup behaviors since alliances tend to form in this game.
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No modifications needed
3.68 / 5
4.07 / 5
3.45 / 5
0.08
5.76
7.69
8
Click Here for breakdown of engagement and bonding scores
17
Social Psychology, Industrial-Organizational Psychology, Evolutionary Psychology
There are different motivations for social deception or lying. Some lies could stem from self-preservation desires and others could be trying to fit into a group. In order to survive in certain social or political climates, people have learned how to keep the peace, make friends, and not appear like a foe. Those who are outside of a group but want to appear within a group would need to appear cooperative and aligned with the group's goals. Evolutionary psychology explains why we are sensitive to freeloaders and cheaters and try to detect these people within groups.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a more advanced or complicated type of social deception game because it incorporates the element of trying to solve a murder case. There are multiple suspects but just one murderer. So unlike the "One Night Ultimate Werewolf" game where one needs to identify and track suspects throughout the game, this one the suspects are more predetermined. Instead of the bluffs coming strictly from the players, the players can use their artifacts as a way to strucrture their bluffs. The objective of the game may be more clear than "Coup" and could be more engaging and easier to learn as well.
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No modifications needed
3.6 / 5
3.818 / 5
3.59 / 5
0.03
5.43
0.96
1
Click Here for breakdown of engagement and bonding scores
21
Social Psychology, Industrial-Organizational Psychology, Evolutionary Psychology
Reciprocal altruism is when people help others expecting that they would be helped later. Reciprocal norm is the social norm that people should return favors or kindness that they received from others. Engaging in these two acts can help foster cooperation and collaboration in short-term and long-term relationships.
Teacher - △ Student - ▲
0
5
Commentary:
This game is similar to Bohnanza but incorporates an addition element of conquest or colonization. Because of this, one could discuss more group dynamics (ingroup vs. outgroup behavior) than one could with Bohnanza, where the main point of discussion is the origin and benefits of prosocial behavior since all of the farmers in that game is considered within one community.
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No modifications needed
3.93 / 5
3.96 / 5
3.65 / 5
0
5.43
0
0
Click Here for breakdown of engagement and bonding scores
7
Social Psychology, Industrial-Organizational Psychology, Persuasion & Influence
People in groups tend to think similarly or agree with one another in order to keep the peace. Those that initially disagree may confirm to the group's consensus even if it does not align with their thoughts or values. Groupthink is a potential consequence for discussing solutions as a group. In order to maintain harmony, reach group consensus, and make quick decisions, people may take the stance of the loudest person or the first few ideas instead of considering alternative ideas.
Teacher - △ Student - ▲
0
5
Commentary:
This game has a similar structure to most party games and therefore is easy to grasp. It has similarities to Family Feud but instead of having predetermined popular answers, the popular answers is determined per turn or round. Therefore, there is a progression of the game that can be tracked. One can observe the players converging towards a norm and behaving differently as they learn more information about the group that they are in. This game could be a nice vehicle to talk about conformity, groupthink, and what it means to be considered part of a group.
⚪
I removed 2 cards.
3.83 / 5
4.01 / 5
3.2 / 5
0
5.8
0
0
Click Here for breakdown of engagement and bonding scores
15
Social Psychology, Racism and Prejudice
Over our lifetime, we may be forming schemas about particular groups of people based on our own experiences and the opinions of others. These schemas could lead us to stereotype people when we know little about them. While stereotyping could be helpful in cases of uncertainty, we may not always be correct in our assessments.
Teacher - △ Student - ▲
0
5
Commentary:
This game may be a lower-stakes way to talk about stereotyping without any one feeling like they might accidentally reveal their own prejudices. A lot of the archetypes in the game have nothing to do with different nationalities, ethnicities, religions, etc. While some of the archetypes have occupations that are more stereotypically a particular gender, the randomness of the context cards avoids making very gendered stereotypes. There may be a good amount of inappropriate cards but these can be easily removed just by looking at the icons instead of needing to read the words on them. Using both as a way to remove cards from the deck is still recommended.
⚪
I removed 16 cards for sexually explicit content.
3.67 / 5
3.99 / 5
3.38 / 5
0
5.64
4.818
5
Click Here for breakdown of engagement and bonding scores
22
Social Psychology, Industrial-Organizational Psychology, Evolutionary Psychology
There are different motivations for social deception or lying. Some lies could stem from self-preservation desires and others could be trying to fit into a group. In order to survive in certain social or political climates, people have learned how to keep the peace, make friends, and not appear like a foe. Those who are outside of a group but want to appear within a group would need to appear cooperative and aligned with the group's goals. Evolutionary psychology explains why we are sensitive to freeloaders and cheaters and try to detect these people within groups.
Teacher - △ Student - ▲
0
5
Commentary:
This game is fairly popular social deception game so it has the lowest learning curve out of all the social deception games listed. The rules and objective are pretty straightforward. The stakes of being identified is also easy to comprehend, being identified as a werewolf has direct consequences of getting killed. This game may be a good way to discuss how a "misfit" may be incentivized to conform within a community for their own safety and survival. Similarly, the game could also be a vehicle to discuss freeloading behavior.
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No modifications needed
3.92 / 5
3.996 / 5
3.59 / 5
0
5.46
1.92
2
Click Here for breakdown of engagement and bonding scores
13
Social Psychology, Prejudice and Discrimination, Cultural Psychology, Political Psychology
Over our lifetime, we may be forming schemas about particular groups of people based on our own experiences and the opinions of others. These schemas could lead us to stereotype people when we know little about them. While stereotyping could be helpful in cases of uncertainty, we may not always be correct in our assessments.
Teacher - △ Student - ▲
0
5
Commentary:
This game has a lot of controversial cards. Therefore, I highly suggest the instructor go through multiple times to take out cards that would not be suitable for their state's or school's political climate. Having a trusted student help in this removal could be really helpful as well. My students were very excited to play this game given the premise. They seemed disappointed that the card were heavily censored by me. Personally, I think they could have handled more controversial cards, especially since the title of the game and the context suggests that they would need to be comfortable with controversy. I think if students have the choice to play the game or something else, then the censorship may not need to be so heavy since the students who would self-select themselves to play this game are more likely to be less offendable.
⚪
I removed 284 cards for profanity, racism, sexism and bigotry. Instructors should use own discretion for which cards to remove based on their school's political climate. Cards to consider removing include: sexually explicit content, homophobic statements, HIV/AIDs facts, antisemitic, anti-Muslim, genocide, gun violence, etc. The opposite side of the cards may contain cuss words (e.g., f*ck, b*tch) that may need to be sharpied or whited out, or removed entirely.
3.84 / 5
4.07 / 5
3.42 / 5
0
6.29
2.88
3
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21
Intro to Psychology, Social Psychology, Cognitive Psychology
There are different motivations for social deception or lying. Bluffing is a way to make others think that one is more competent or has more resources than one has. Successful bluffing can give one opportunities or an advantage. Evolutionary psychology explains why we are sensitive to freeloaders and cheaters and try to detect these people within groups.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a very cute social deception game that allows any player to bluff as they choose. It also removes the element of "the good guys" and the "bad guy" and so students may feel less targeted, isolated or excluded.
⚪
No modifications needed
3.633 / 5
3.8 / 5
3.47 / 5
0
5.37
0
0
Click Here for breakdown of engagement and bonding scores
11
Social Psychology
Over our lifetime, we may be forming schemas about particular groups of people based on our own experiences and the opinions of others. These schemas could lead us to stereotype people when we know little about them. While stereotyping could be helpful in cases of uncertainty, we may not always be correct in our assessments.
Teacher - △ Student - ▲
0
5
Commentary:
This is a very inclusive and socially friendly social deception game because the characters in question are animals instead of people, so students may feel more comfortable stereotyping the animals. The characters being animals may also make it easier to discuss how they developed these associations, implicit biases, stereotypes, etc. The main contributing factor is probably animated movies that categorize certain species as innocent, evil, dangerous, untrustworthy, etc. Outwardly, the students did not seem to like the game so much but through self-reporting later in the semester, they seemed to really like it (e.g., it showed up in end of semester reflections and in favorite game votes).
⚪
No modifications needed
3.59 / 5
3.93 / 5
3.4 / 5
0
5.48
2.88
3
Click Here for breakdown of engagement and bonding scores
23
Social Psychology, Prejudice and Discrimination, Cultural Psychology, Political Psychology, Developmental Psychology
Over our lifetime, we may be forming schemas about particular groups of people based on our own experiences and the opinions of others. These schemas could lead us to stereotype people when we know little about them. While stereotyping could be helpful in cases of uncertainty, we may not always be correct in our assessments.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a very direct way to talk about stereotyping and the pitfalls of stereotyping. The cards features real people with real images of them and real interests that they have. Some of the cards may have some rare pop culture references though, so the students may have a harder time with those, but each card has multiple categories to choose from so the likeliness that they know none of the names on the card are less likely. The instructor could also modify the rules to allow students to skip a card and draw again to avoid this issue though.
⚪
No modifications needed
3.78 / 5
3.91 / 5
3.3 / 5
0
5.28
7.69
8
Click Here for breakdown of engagement and bonding scores
25
Lifespan Development, Developmental Psychology, Life Skills, Health Psychology
According to Maslow's hierarchy of needs, self-actualization, or reaching one's full potential, is a need that people strive for (after their lower/basic needs have been met). Some of these self-improvement desires may stem from trying to meet other psychosocial needs (from Erikson's developmental stages), such as trying to resolve identify vs. role confusion.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a pretty holistic approach to improving wellbeing and has cards that focus on different aspects of someone's health like physical, social and emotional. There is unfortunately a lot of text for students to read but my students did not complain and seemed to really enjoy the game. It definitely has flavors of self-help and journaling in it but it also has some aspects of party games (almost like truth or dare in its level of deep questions) so it ends up being more approachable.
⚪
No modifications needed
3.48 / 5
3.58 / 5
3.42 / 5
0
4.56
0
0
Click Here for breakdown of engagement and bonding scores
9
Clinical Psychology, Abnormal Psychology, Counseling Skills
Cognitive Behavioral Therapy combines cognitive therapy and behavioral therapy to target both our thought patterns and our behaviors in order to address maladaptive thoughts and behaviors that keep us in poor mental health conditions. CBT has us challenging unhealthy and unhelpful thought patterns and developing new habits and behaviors that improve our mental and emotional states.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a nice attempt at making CBT more concrete and approachable. However, some of the cards seem very simplistic and some students did comment that the exercises seemed silly. The instructor can certainly go through the cards and remove the ones that seem too surface-level. Even so, I think this game could be a nice mini activity for students as part of a lecture as opposed to something that is played for an extended period of time.
⚪
No modifications needed
3.34 / 5
3.5 / 5
2.94 / 5
0
4.5
0
0
Click Here for breakdown of engagement and bonding scores
10
Clinical Psychology, Abnormal Psychology, Counseling Skills
Mindfulness practices can help with stress reduction, emotional regulation, gratitude and compassion. Mindfulness practices include meditation, breathing exercises, and eating slowly.
Teacher - △ Student - ▲
0
5
Commentary:
The mindfulness games are not that much different (one could have more facts or more exercises than the other). I would recommend getting whichever one is on sale or the one that you like the sample cards online more. This game does feel more like an educational tool than it does an actual game and some of the exercises may be hard to do without props or without some level of rapport already built amongst the students. The instructor could seek the help of a trusted student to go through the cards and remove the ones that feel too "intimate" to do in a "public" setting.
⚪
No modifications needed
3.58 / 5
3.6 / 5
2.96 / 5
0
4.77
2.88
3
Click Here for breakdown of engagement and bonding scores
13
Clinical Psychology, Abnormal Psychology, Counseling Skills
Mindfulness practices can help with stress reduction, emotional regulation, gratitude and compassion. Mindfulness practices include meditation, breathing exercises, and eating slowly.
Teacher - △ Student - ▲
0
5
Commentary:
The mindfulness games are not that much different (one could have more facts or more exercises than the other). I would recommend getting whichever one is on sale or the one that you like the sample cards online more. This game does feel more like an educational tool than it does an actual game and some of the exercises may be hard to do without props or without some level of rapport already built amongst the students. The instructor could seek the help of a trusted student to go through the cards and remove the ones that feel too "intimate" to do in a "public" setting.
⚪
No modifications needed
3.88 / 5
4.08 / 5
3.24 / 5
0
5.55
2.88
3
Click Here for breakdown of engagement and bonding scores
12
Clinical Psychology, Abnormal Psychology, Counseling Skills
Free association tests are commonly used in psychoanaltyic therapy. Psychoanalysis aims to find the root of the mental health problem by digging into the client's subconscious. Free association tests is one way a psychoanalyst would do this.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a silly approach to roleplaying therapy. There are therapist and clients in this game and the therapist's job is to interpret what the client has said. Despite the sillyness, I believe this game could be a helpful exercise for building empathy and open-mindedness and learning that people can have very different perspectives and backgrounds from ourselves. This game also has more interactive components and additional steps than Rorschach, which is also about free association.
⚪
I removed 1 card for sexually explicit content
3.56 / 5
3.63 / 5
3.53 / 5
0
5.22
0.96
1
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9
Clinical Psychology, Abnormal Psychology, Counseling Skills
The code of ethics for therapists serves as a set of professional guidelines to ensure the ethical, legal, and competent practice of therapy. These include beneficience, nonmaleficence, integrity, justice, fidelity and responsibility.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a sillier approach to therapy than "Think Like a Shrink". Instead of teaching empathy and perspective taking, I believe this game is more appropriate in discussing ethics in therapy and the boundaries that the therapist needs to make for their own behavior and for how they interact with their clients. I highly suggest going through the cards and removing cards that would make your students uncomfortable. There are cards that are violent (have blood) or are sexually explicit in a very direct or indirect way. These can be easily removed based on the picture and does not necessarily require reading the speech bubbles. Profanity is usually easily detected when going through the cards because they are big and bold. It is up to the instructor's discretion which of these "inappropriate" cards to include for education purposes or comedic relief.
⚪
I removed 49 treatment cards, 17 answer cards for sexually explicit content and violence
3.66 / 5
4.43 / 5
3.45 / 5
0
5.66
0
0
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9
Clinical Psychology, Abnormal Psychology, Counseling Skills
Dialectical behavioral therapy (DBT) is a form of cognitive-behavioral therapy that has been commonly used for borderline personality disorder, post traumatic disorder, depression and anxiety. DBT teaches the client a set of skills to manage their symptoms such as mindfulness, distress tolerance, emotional regulation and interpersonal effectiveness.
Teacher - △ Student - ▲
0
5
Commentary:
This game incorporates real life scenarios and real dialectical therapy examples into a party game structure. My students really enjoyed the game and has choosen to play the game across multiple classes. This game is versatile and can be used within a developmental psychology course or a clinical psychology course.
⚪
No modifications needed
4.13 / 5
4.01 / 5
3.6 / 5
0
4.53
2.88
3
Click Here for breakdown of engagement and bonding scores
15
Psychological Statistics, Research Methods
Graphs, or charts, typically have a x-axis and a y-axis and can display trends and patterns of data. The interpretation of graphs or charts require attention to each of the graph's features, such as x-axis and y-axis labels and the relationship between the displayed data and the two axes. Bar graphs may be easier to understand as they usually compare conditions. Line graphs, depending on whether the relationship is linear or nonlinear, may be harder to understand, especially if there are seemingly unexplainable hills and valleys.
Teacher - △ Student - ▲
0
5
Commentary:
This game is a nice introduction to reading graphs and include some comedic elements to it. Some of the axes labels are very vague so it encourages the students to fill in the blank for how they would measure that variable. The ambiguity of some of the trends could also lead to discussions for how to interpret it. Therefore, there is some teamwork or group learning that can spontaneously come from playing this game. Some of the graphs are not technically "valid" in that they plot discrete variables in a continuous fashion, but this can be a learning opportunity in itself. I highly suggest the instructor lead a discussion of some of the graph mistakes after the students have played the game.
⚪
No modifications needed
3.9 / 5
4.33 / 5
3.52 / 5
0
6
0
0
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6