The Needs Game | 64 flashcards for Emotional Literacy | Non-Violent Communication Teaching Tool | 177 Needs to Discover | Pedagogical Tool | Self Expression

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Product Information


Specification
AgeRangeDescription : Adult
Brand : Comitys
BulletPoint1 : The Needs Game is an emotional literacy game including 64 flashcards and a leaflet with 9 rules. It's a teaching tool inspired by Non-Violent Communication principles, which enable you to : deploy psychosocial competencies; identify and welcome needs; expand your lexical register of deep human needs; enter the Non-Violent Communication approach; develop emotional intelligence to enter into relationships; inspire decision-making. Language: English. The Needs Game lets you explore 177 human needs.
BulletPoint2 : OBJECTIVES - Participants learn to : recognize their emotional state; link their emotional state to a satisfied or unsatisfied inner need. PURPOSE - The Needs Game enables you to : judge the intensity of one's needs; take responsibility for your needs; foster social skills and the quality of relationships.
BulletPoint3 : CONTENTS - 64 cards including: 5 need family cards, 59 need cards, with a main need on the front, two related needs on the back; instructions for use, including information on needs, 9 game rules; a sturdy, elegant box. STRENGTHS - Inclusive: it uses the Luciole font designed for the visually impaired; Suitable for schools and corporate seminars; Illustrated: the drawings on the cards are evocative, inspiring and fun; Ambitious: the game features an exceptionally broad lexicon of 177 needs.
BulletPoint4 : CONTEXTS OF USE - Schools and colleges, training centers, universities, coaching and training sessions, business consulting, therapy, discussion groups and workshops, orientation, team management, skills assessment, retraining and return to work, individual interviews, psychological follow-up, conflict management and mediation. TRAINING METHODS - Group workshop: recommended group size: 6 to 14 participants maximum, individual interviews.
BulletPoint5 : USER PROFILES - Health professionals, prevention leaders, teachers, educators, consultants, coaches, social workers, doctors, psychologists, therapists, dieticians, image consultants, trainers, sex therapists, sexologists. TARGET AUDIENCES - children aged 6 and over; teenagers and adults as well as professionals, beginners and experts. Author : Maëlle Challan Belval
Color : Blue
CpsiaCautionaryStatement : no_warning_applicable
EducationalObjective : Social Skills
ExternallyAssignedProductIdentifier : 9108701790525
ExternallyAssignedProductIdentifier1 : 2493136098
ExternallyAssignedProductIdentifier2 : 9782493136091
GpsrSafetyAttestation : 1
IncludedComponents : User guide
ItemName : The Needs Game | 64 flashcards for Emotional Literacy | Non-Violent Communication Teaching Tool | 177 Needs to Discover | Pedagogical Tool | Self Expression
ItemPackageDimensions_Height : 16.3 centimeters
ItemPackageDimensions_Length : 3.4 centimeters
ItemPackageDimensions_Width : 11.6 centimeters
ItemPackageQuantity : 1
ItemTypeKeyword : flash-cards
Language1 : english
Language2 : english
Language3 : english
Language4 : english
Manufacturer : Comitys
ManufacturerMinimumAge : 72
Material : Paper
ModelName : Needs game
ModelNumber : The Feelings Game
NumberOfItems : 1
NumberOfPieces : 65
PartNumber : E02001
ProductDescription :

The Needs Game is an emotional literacy game, an educational tool inspired by the basics of NVC, which enables you to develop your psychosocial skills, identify and welcome your needs, expand your lexical register of deep human needs, enter into the Non-Violent Communication approach, develop your emotional intelligence to enter into relationships and inspire your decisions.
The Needs Game lets you explore 177 deep human needs.

OBJECTIVES - Recognise your emotional state, link your emotional state to a satisfied or unsatisfied inner need.

CONTENTS - 64 cards: 5 families of needs, 59 needs cards, with 1 main need and 2 related needs on the back, instructions with 9 game rules, full list of 177 needs.

CONTEXT - Schools, colleges, lycées, training centres, universities, coaching, training, business consultancy, therapy, discussion groups, workshops, guidance, team management, skills assessments, retraining, back-to-work, one-to-one interviews, conflict management, mediation.
ANIMATIONS - Group workshops for 6 to 14 participants maximum. Individual interviews. Children aged 6 and over, teenagers, adults, professionals, beginners or experts.

USERS - Health professionals, prevention workers, teachers, educators, consultants, coaches, social workers, doctors, psychologists, therapists, dieticians, image consultants, trainers, sex therapists, sexologists.

Author: Maëlle Challan Belval


ProductSiteLaunchDate : 2024-03-29T11:07:06.550Z
SafetyWarning : No warning applicable
SchoolType : High School
Size : Medium
SupplierDeclaredDgHzRegulation : not_applicable
SupplierDeclaredHasProductIdentifierExemption : 1
TargetAudienceKeyword1 : Unisex Adult
TargetAudienceKeyword2 : Unisex Children
TargetGender : unisex
Theme : Language
UnspscCode : 60101900

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Five stars all the way.

Highly recommended for everyone.

Top-notch quality, canÕt complain.

Truly exceeded my expectations.

Reliable and efficient.

This deserves more than 5 stars.

Remarkably good and exceeded all expectations.

Stunning design and excellent performance.

Extremely satisfied with the product.

Great choice for daily use.

Everything about this is perfect.

Very useful and nicely packaged.

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