Positive Affirmation Cards

  • 10 to 15 minutes
  • In person
  • Teletherapy
Video

Overview

This positive affirmations activity helps a client practice using strengths-based language to build confidence and resilience.

Time in Mightier program

Weeks 1+

Therapeutic Goals

  1. Develop emotional awareness
  2. Practice self-reflection
  3. Practice positive self-talk and growth mindset
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a positive affirmations intervention that helped the client to practice using strengths-based language to build confidence and resilience using Mightier biofeedback tool’s language. The intervention helped to develop emotional awareness while practicing self-reflection and social skills.

Materials needed

Paper

Paper

Writing utensils

Writing utensils

Scissors

Scissors

Step-by-step instructions

  1. Provide psychoeducation to the client surrounding positive affirmations using the language below, or something similar.

    Our brains and bodies are good friends and talk to each other very often. When the brain says a certain thing our body can feel the feeling that is associated with that thought. When your brain thinks a positive thought like, “I feel loved by my friends and family” we can feel more positive emotions like happiness, pride, and excitement. When your brain thinks a negative thought like, “I can’t do this!” we can feel more negative emotions like sadness, anger, frustration, or worry (like being in the red in Mightier). One way to feel more positive emotions is to think positive thoughts. This trains our brain to feel more positive over time. Today we are going to think of some positive affirmations (statements) that you can say to yourself when you are wanting to feel more positive emotions (like being in the blue in Mightier)

  2. Have the client use the worksheet, or have them use their own sheet of paper, to create a grid to look like cards. 

  3. Work with the client to develop, write, and/or draw positive affirmations on the cards. 

  4. As the client is writing these positive affirmations, ask the client what area of the Mightier Gizmo may they be in once they read these cards (red, gray, blue). Talk about what types of emotions may arise and help the client to label these feelings. 

  5. Talk with the client about potential times to use the positive affirmation cards as well as a place to keep the cards (i.e. desk in the classroom, backpack, pocket, etc.)

Gizmo Storytelling

  • 10 to 15 minutes
  • In person
  • Teletherapy
Video

Overview

Using behavior chaining, this activity will help clients reflect on an experience and discuss changes in behavior for future experiences by using familiar Mightier language.

Time in Mightier program

Weeks 6+

Therapeutic Goals

  1. Develop emotional awareness
  2. Increase emotional vocabulary
  3. Practice self-reflection
  4. Practice positive self-talk and growth mindset
  5. Practice communication and social skills
  6. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a behavior chaining intervention which helped the client reflect on an experience and discuss changes in behavior for future experiences using the Mightier biofeedback tool’s language. This intervention helped the client to develop emotional awareness, increase emotional vocabulary, and practice communication and social skills.

Materials needed

Paper

Paper

Writing utensils

Writing utensils

Step-by-step instructions

  1. Have your client reflect and share their biggest feeling or experience this week. (This activity can also be used if the client brings up an experience that is particularly difficult for them to understand or to parse through.)

  2. Have the client fold their paper into four square-like quadrants or use the optional worksheet (link to download below).

  3. In the second square, have your client draw or write what happened. Ask questions along the way regarding the experience including what happened, how they were feeling, who the experience involved, and other questions you find relevant. 

  4. Have the client rate what section of the Gizmo they were in when they were in the experience (red, grey, or blue). Have them label this by using colors or written words. Ask questions as to what they noticed about their body and their feelings that made them believe they were in this section of the Gizmo. 

  5. Have the client use the first square on the piece of paper to draw or write what happened right before the experience in the second square (the trigger for the behavior). Ask the client what they were thinking, feeling, and experiencing during this time. Ask the client again to identify what section of the Gizmo they were in for this experience and ask questions about what they notice. 

  6. Have the client go to the third square and draw or write what happened after the experience in the second square (the consequence of the behavior). Ask the client what happened and what they were experiencing in terms of thoughts, feelings, and behaviors during this time. Ask the client again to identify what section of the Gizmo they were in for this experience and ask questions about what they notice. 

  7. Celebrate the client’s reflection and process during this time. 

  8. Work with the client to brainstorm different options for the second square (the behavior) that may change the consequence. Have the client draw or write potential changes to behavior or skills they could engage in in the fourth square. (i.e. use a calming skill, ask for help, leave the situation, etc.). The client may have more than one potential change for square four. If that is the case, then have the client use the backside of the paper or another page. 

  9. Reflect on changes in feelings and behavior if these changes were made. Help the client to plan for potential ways to utilize skills or behaviors the next time a similar experience is to come up.

Cut the Wire

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a familiar game similar to ‘James Bond.’

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

Mightier tablet

Mightier tablet

Heart rate monitor

Heart rate monitor

Step-by-step instructions

  1. To start, create a stack of 4 cards face-down to the side of the playing area, this will be the draw pile.

  2. Split all of the remaining cards into piles of 4 cards face-down. Divide piles evenly between players, for more than 4 players divide as evenly as possible. (See below for a visual layout. Each pile in the picture has 4 cards per pile.) 

    Cutthewire3-300×168
  3. Choose if you or the client is going to wear the heart monitor, they will be the ‘Cutter’.

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Cut the Wire.’

  5. Players work together to create four of a kind in all of the piles.

  6. To begin, start the timer on the Mightier tablet and flip over the top two cards from the draw pile and place them side by side face-up between the players.

  7. Players can pick up any one of their piles of four and swap a card from that hand with a card in the center. (See the image below for a visual example of swapping cards.)

    Cutthewire2-300×169
  8. Players can have one stack of four in their hand at a time and swap one card at a time from that hand with the cards in the middle.

  9. There are no turns, play happens as fast as possible.

  10. Players can talk to each other to say what they need and share plans.

  11. The game ends when all of the piles have been matched and removed from play. Stop the timer and check your time.

CUTTING CARDS

  • Once a player creates the first set of four-of-a-kind they yell ‘Cut!’. If the Gizmo is in the blue the set of four can be removed from play by the ‘Cutter’ (the player wearing the heart rate monitor), if it’s in the red then the ‘Cutter’ (the player wearing the heart rate monitor) must wait until the Gizmo returns to blue to remove the cards. (See the below image for a visual of when to cut.) 

    Cutthewire-300×142
  • Once the first set is removed the ‘Cutter’ (the player wearing the heart rate monitor) adds a card from the draw deck to the center area face-up. Once the second set of four is removed the last draw card can be added to the center.
  • Once all four cards are in the center area players continue to try to make matches of four in their piles. The ‘Cutter’ (the player wearing the heart rate monitor) continues to remove matched piles when players say ‘Cut’ and the Gizmo is in the blue, multiple matched piles can be removed together with a single cut.
  • Another way to create a match is to match all four center cards, if this occurs then the center cards can be removed from play using standard cutting rules. The four center cards can then be replaced with the cards from any one of a player’s piles of four.

TIME CHALLENGES

Below are some examples of potential time goals to work towards together with your client:

Recruit

20 minutes

Beginner

12 minutes

Intermediate

8 minutes

Expert

4 minutes

To make the game more or less difficult try these rule variations:

  • Hand Off Rules – allows more cooperation
    Once someone matches and removes all of their piles the other players can hand off some of their unmatched piles to that player.

  • Get the Party Started Rules – speeds up the game
    Start the game with all 4 cards in the middle.

  • Library Rules – makes the game harder but sillier
    No talking during the game, can use hand signals

  • Red Wire Blue Wire Rules – varies the Gizmo challenge
    After getting into the blue to make the first cut the Cutter must get into the red to make the second cut. Cutter continues to alternate between red and blue for the rest of the game.

Dragon Duel

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a familiar game similar to ‘War.’

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

6 coins/tokens

6 coins/tokens

Heart rate monitor

Heart rate monitor

Mightier tablet

Mightier tablet

Step-by-step instructions

  1. To start, split a shuffled deck into 2 face-down piles, one for each player.

  2. Give each player 3 coins to represent their available ‘Challenges.’ 

  3. Choose if you or the client is going to wear the heart monitor, making them the ‘Gizmo Keeper.’

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Dragon Duel.’

  5. On each turn players flip over their top card and place it face-up between them.

  6. The player with the higher card takes both cards and adds them to their win pile.

  7. If the cards have the same value, a Duel begins. Both players add another 3 cards face-down and then one more card face-up. The higher card wins the duel and all the cards in the duel go into that player’s win pile.

  8. If the cards deciding the duel are the same value, then the duel process repeats until someone plays a higher card.

  9. The game is over once one player is completely out of cards or does not have enough cards to complete a  duel.

CHALLENGES

  • After both players have placed their cards, either during a turn or a duel, either player can try to change the result using one of their Challenge coins and calling out ‘Challenge!’
  • The Gizmo Keeper (player wearing the heart rate monitor) must try to get into the blue or grey by the end of a countdown.
  • To determine the countdown length, refer to the last card placed by the Gizmo Keeper (player wearing the heart rate monitor). The value of that card is the countdown length.

DragonDuel-300×136

  • Reveal the Gizmo on the Mightier app to begin the challenge and start the countdown.
  • Once the countdown begins, the Gizmo Keeper (the person wearing the heart rate monitor) must try to stay or get into the blue, despite any distractions the other players may be creating for them.
  • No matter who began the challenge, if the Gizmo is in the blue or grey by the end of the countdown the Gizmo Keeper (the person wearing the heart rate monitor) wins the challenge. If Gizmo is in the red the other player (who is not wearing the heart rate monitor) wins.

To make the game more or less difficult try these rule variations:

  • No Rush Rules – makes challenges easier
    There is no time limit to the challenges, take as long as you like.
  • Flip It Rules – makes challenges easier
    If a player is already in the blue when a challenge begins they must get into the red before the end of the countdown. If they are in the red or grey, they must get into the blue to win.
  • Long Haul Rules – makes the game last longer
    Continue play until one player is completely out of cards or does not have enough cards to complete a duel.
  • En Garde Rules – more challenges during play
    Play with more challenge coins, choose a number that keeps play interesting.
  • Shorty Rules-makes the game shorter
    To limit playtime, decide how many rounds you want to do before starting. Once the count reaches the round limit, both players count their cards to determine the winner.

 

Memory Mine

  • 10 to 15 minutes
  • In person

Overview

This Mightier card game allows clients to practice regulating their heart rate and emotions while playing a memory-based game.

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Increase emotional vocabulary
  4. Practice communication and social skills
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a collaborative play intervention using the Mightier biofeedback tool. The intervention helped the client to develop emotional and body awareness, increasing emotional vocabulary, and practice communication and social skills.

Materials needed

Mightier card deck (with no jokers)

Mightier card deck (with no jokers)

Heart rate monitor

Heart rate monitor

Mightier tablet

Mightier tablet

Step-by-step instructions

  1. To start, work with the client to spread all cards face-down in a grid.
    *Note- For shorter games remove all Ace through 5 cards.*

  2. Work with the client for each of you to choose a different card color (red or blue).

  3. Choose if you or the client is going to wear the heart rate monitor while you play.
    *Note- the player who wears the heart monitor will receive the Gizmo Bonus*

  4. Turn on the Mightier tablet, enter Gizmode, and select ‘Memory Mine.’

  5. Both you and the client then take turns, starting each turn by flipping over one card in the grid.

  6. Turn over another card in the grid, if it’s the same color as the first, and the cards are not face cards, then remove them from the grid and take another turn.

  7. If the card colors don’t match then the turn ends.

  8. On the end of each turn, flip any unmatched cards that were revealed face-down again.

  9. If a player flips a face card (Jack, Queen, or King) in that player’s color then leave it face-up and choose another card to flip. Face cards in the player’s color must be matched in sets of 3, but the player can continue to look for other color matches during their turn.

  10. If a player flips a face card in the other player’s color then their turn automatically ends.

  11. If during a player’s turn if they reveal 3 face cards in their color, remove them from the board and take another turn.


GIZMO BONUS

If the player wearing the heart monitor finds face cards in their color during their turn they get to leave them face-up, even after their turn ends. These face cards remain up until the Gizmo goes into the red, at which point they are turned face-down. These face cards can be flipped during the player’s next turn and stay up until the Gizmo goes into the red again.


To make the game more or less difficult try these rule variations:

  • All’s Fair Rules – Make play even for both players
    Both players get to leave their face cards up once found and flipped face-down when in the red.

  • No Fair Rules Make it harder for the player wearing the heart monitor
    The player not wearing the heart rate monitor gets to leave their face cards up.
  • Flip Flop Rules – Make play more physical and silly
    Each time the Gizmo goes into the red players have to switch seats with each other.
  • Formal Wear Rules – Make matching harder
    Cards must be the same suit to count as a match.
  • Full Court Rules – Make memory challenge harder
    All six face cards must be flipped up in a single turn in order to be removed from the board.