Mightier Daily News

  • 5 to 10 minutes
  • In person
  • Teletherapy
Video

Overview

Use this activity to celebrate accomplishments in Mightier games to help clients build self-confidence and to encourage conversation around game play routine.

Time in Mightier program

Weeks 1+

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 strength-based intervention to build self-confidence and to encourage conversation using Mightier biofeedback tool’s language. This intervention helped the client to develop emotional awareness, increase their emotional vocabulary, practice self-reflection, and practice social skills.

Step-by-step instructions

  1. Tell your client that you are looking to learn more about how they used Mightier in the past week. Use the below questions to encourage conversation or make up your own. These should be focused on in-game accomplishments.

    • What were the top 3 accomplishments you made while playing Mightier this week?
    • What was the best level you got to in your favorite game this week? What helped you to get to that level?
    • What were your 3 favorite games this week? Why? 
    • What were your favorite Lavalings you collected this week? Why?
    • What were the top 3 feelings you felt while playing Mightier this week? 
    • What is something you learned from Mightier this week?
    • What skill did you use the most this week? How did it work out for you?
    • What is something you could teach me this week to help me get better at playing Mightier? 

  2. Ask follow up questions and take a learning perspective while engaging in this intervention. Remember it is okay to not know everything about Mightier and to learn with the client.

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.)

Coping Skill Cards

  • 15 to 20 minutes
  • In person
  • Teletherapy
Video

Overview

This creative activity provides clients with an opportunity to choose which calming skills work best for them while having an opportunity to create a visual that can serve as a reminder for skills that work best for them.

Time in Mightier program

Weeks 1+

Therapeutic Goals

  1. Provide psychoeducation regarding coping skills
  2. Develop implicit and explicit coping skills
  3. Practice self-reflection

Documentation Suggestion

Client and clinician engaged in a psychoeducational intervention that helped the client explore a variety of coping skills that could be helpful for them using Mightier biofeedback tool’s language. This intervention helped to develop implicit and explicit coping skills as well as practice self-reflection.

Materials needed

Scissors

Scissors

A container to keep cards in

A container to keep cards in

Various craft supplies (stickers, stamps, etc)

Various craft supplies (stickers, stamps, etc)

Step-by-step instructions

  1. Ask your client what they have noticed as a helpful way to get back down to the blue in Mightier. They may mention Mightier coping skills or others.

  2. Provide psychoeducation around coping skills and how they work using the script below (or something similar).

    I can tell you have been working hard to learn skills that bring your heart rate down, that is great! There are many different coping skills that help people to calm down in real life and that help to bring kids back down to the blue in Mightier. There is no “right” coping skill, everyone is different, and finding what works for you best is important!

  3. Share the coping skill cards print out with the client and cut the cards out together. (To speed this up you can also pre-cut the cards prior to the session.)

  4. While the client is cutting out the cards, ask them to sort the cards into 3 piles: What skills they know are helpful for them, skills they want to try, and skills they know are not helpful for them. 

  5. After sorting the cards, have the client try out the skills in the “skills they want to try” pile.
    (If equipment is available- the client can use their heart rate monitor and Mightier tablet to track their heart rate while they use the skills or they can try them independently.)

    Use the below questions (or something similar) to explore the skill with the client. (You can also do the skills with the client to help with adherence.)

    -How did it feel to use the skill?
    -What did you notice about your heart rate?
    -What did you like about using this skill?
    -What did you not like about using this skill?

  6. Once a client has identified skills that are helpful for them, have them create a place to store the coping skills (this can be a decorated box, bag, or another container). Talk with them about how this container and cards can serve as a reminder to help the client access these skills when needed. Talk with the client about when they may use the cards, where they may store the container, and how they might feel using the cards.

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.

Make Your Own Mightier Gizmo

  • 15 to 20 minutes
  • In person
  • Teletherapy
Video

Overview

This visual activity will help kids identify triggers and body cues associated with their emotions and different heart rates.

Time in Mightier program

Weeks 3+

Therapeutic Goals

  1. Provide psychoeducation regarding heart rate and body cues
  2. Develop emotional awareness
  3. Increase emotional vocabulary
  4. Practice self-reflection
  5. Support client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in a psychoeducational intervention focused on identifying triggers and body cues associated with their emotions and different heart rates using the Mightier biofeedback tool’s language. The intervention helped the client to develop emotional awareness and increase their emotional vocabulary while practicing self-reflection.

Materials needed

Writing utensils

Writing utensils

Paper

Paper

Step-by-step instructions

    1. Ask your client to describe the Gizmo in Mightier. (Some kids may call this different things, so describing this Gizmo may be helpful).

    2. Describe what the Gizmo does and how it represents different body cues and emotions using the script below (or something similar).

      Do you feel like you have a Gizmo inside yourself?
      Have you noticed that the Gizmo moves when you feel different emotions or changes in your body?
      What does the red on the Gizmo represent? (Allow the client to answer then provide psychoeducation).

      The red on the Gizmo means our heart rate is high which can mean many things. It can mean we are really excited or happy. It can also mean that we are frustrated, angry, or worried.
      When we have a big feeling, our heart rate tends to go up. This is because our body and brain are working hard to alert us that there is something happening so we can make decisions. Sometimes when our heart rate is high, it can be harder to make decisions.

      What does the grey on the Gizmo represent? (Allow the client to answer then provide psychoeducation).

      The grey on the Gizmo represents that your heart rate is in the middle. It means your heart rate is headed up to the red or going down to the blue. The grey can act as a warning and may be when you don’t notice any changes in your body or emotions just yet.


      What does the blue on the Gizmo represent? (Allow the client to answer then provide psychoeducation).


      The blue on the Gizmo represents that your heart rate is low which can mean many things. It can mean we are calm, that we are focused, or that we are tired. Usually, when our heart rate is low we can make decisions and choices a bit more easily.

    3. Explain to the client that they are going to make their own Gizmo today and reflect on what they notice about their body when they are in each of the sections.

    4. Show a picture of the Gizmo and have the client use the worksheet or draw their own on one side of the paper.

    5. Then ask your client to write (or draw) what they notice about their body when they are in each section of the Gizmo (red, grey, and blue) next to that section on their drawing. Ask questions about what they notice when they are feeling a certain feeling and give examples of what others may notice (i.e. “A lot of kids tell me that they are in the red they notice that they feel sweaty or like their fists are clenched”)

    6. Afterward, ask your client if they can identify situations that put them in the different sections of the Gizmo and to write (or draw) these situations next to them. Ask questions about situations in the past and give examples. (i.e. “Some kids tell me that when they get in an argument with their brother that they are in the red” or “Some kids tell me that when they read before bed they are in the blue”)

Lavaling Feelings Identification Chart

  • 5 to 7 minutes
  • In person
  • Teletherapy
Video

Overview

This check-in activity allows clients to reflect and share what they are feeling using Mightier’s Lavaling characters.

Time in Mightier program

Weeks 3+

Therapeutic Goals

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

Documentation Suggestion

Client and clinician engaged in a check-in activity which allowed the client to reflect and share what they are feeling using Mightier’s Lavaling characters from the Mightier biofeedback tool’s language. The intervention helped the client to develop emotional awareness, increase emotional vocabulary, practice self-reflection, and practice communication.

Materials needed

Step-by-step instructions

  1. Share with your client the Lavaling Feelings Identification Chart

  2. Ask your client to take time to think about how they are feeling today.

  3. Ask your client to point out which Lavalings represent the feelings they are experiencing.

  4. Encourage your client to use “I feel” statements to share their experiences.

Create Your Own Lavaling

  • 15 to 20 minutes
  • In person
  • Teletherapy
Video

Overview

This creative activity uses a narrative approach of externalizing a client’s symptoms to a character that they are familiar with from Mightier games.

Time in Mightier program

Weeks 4+

Therapeutic Goals

  1. Develop emotional awareness
  2. Develop body awareness
  3. Practice self-reflection
  4. Support the client’s understanding and enjoyment of Mightier

Documentation Suggestion

Client and clinician engaged in an intervention using a narrative approach of externalizing the client’s symptoms to a character that they are familiar with using the Mightier biofeedback tool’s language. This activity focused on developing emotional and body awareness while practicing self-reflection.

Materials needed

Paper

Paper

Writing utensils

Writing utensils

Step-by-step instructions

  1. Ask your client to describe the Lavalings in Mightier. Ask your client if they have a favorite Lavaling and why they like that particular one. 

  2. Describe that Lavalings have unique personalities using the script below (or something similar).

    I love how many Lavalings you have been collecting! You have been working really hard. Have you noticed that each Lavaling has their own personality? Most of them have strengths and things that they are really good at along with some things they wish they did a bit differently. I would love for you to create your own Lavaling today that represents you.

    Take a thinking minute about what that Lavaling might look like both when it’s in its hot state in the red and in its cool state in the blue. Then, I want you to think about what type of personality you would have as a Lavaling.
    What are some of your strengths and what are some things that you would like to get better at?

  3. Allow your client to take time to think, draw, and ask questions about their Lavaling. 

  4. Once they have completed their Lavaling, celebrate their reflection and ask them to share about their Lavaling. Ask your own questions or use sample questions below.

    -Tell me about how your Lavaling looks.
    -What are some things that your Lavaling is really great at?
    -What are some things that you Lavaling is working on getting better at?
    -How are you similar to the Lavaling you drew?

  5. Some clients may be able to reflect on times where they feel like this Lavaling more than others (i.e. triggering situations) and how they may “cool down” their Lavaling (i.e. calming skills) which can be explored here as well using your own questions or sample questions below.

    -When do you feel like this particular Lavaling comes out in your own life?
    -Some kids tell me their Lavaling comes up when __(the triggering situation for the client)__ does this ever happen to you?
    -Does anything help to cool your Lavaling down?
    -What have you noticed helps your Lavaling stay cool?

  6. Ask your client to notice throughout the week if this Lavaling is something they notice in the real world and in their experiences to share these in subsequent sessions. 

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.