PRO-ED INC. MAXWELL'S MANOR A Social Language Game.. Product #: 066125 Regular price: $22.95 $22.95
EDUCATION | PRESCHOOL | KINDERGARTEN | GRADE 1 | GRADE 2 | GRADE 3 | GRADE 4

Maxwell's Manor

A Social Language Game

11" x 17" heavy-duty, single-fold game board; 300 cards on perforated card stock; 6 pawns; folder
  • Ages 4 - 9
  • Grades PK - 4
  • Product Code 37428 ( MR #066125 )

Price $22.95

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Young students learn what is socially acceptable and what isn't as they help the loveable sheepdog, This game is for students with social and pragmatic deficits due to autism spectrum disorders, nonverbal learning disorder, behavioral disorders, and/or emotional disorders. The heavy-duty, single-fold game board is compact and sets up in seconds. The 300 question cards are organized into six skill areas:

• Nonverbal Communication—acting out emotions with events, using gestures and facial expressions to communicate simple thoughts or sentences
• Conversation Skills—giving information, asking questions, and using appropriate voice style for various situations
• Being a Friend—getting along with peers in a variety of situations that involve sharing, apologizing, complimenting, saying "no," joining a group, borrowing, lending, handling teasing, consoling, protecting, accusing, and tattling
• Self-Control—controlling impulsivity, taking responsibility, and asking permission
• Be Polite—using polite forms, such as please, thank you, and excuse me, in specific situations
• Follow the Rules—know the classroom and social rules (e.g., raising your hand, not interrupting, returning something you've borrowed)

The cards are numbered according to developmental complexity within each skill area. Some of the stimulus questions have clearly acceptable/unacceptable answers. Others are more open-ended and give you an opportunity to explore acceptable options with students.

How To Play This Game

Game Play
• Choose the social language card deck(s) you wish to target and place it face-down. Draw the top card and read the first question or situation to the player.
• If the player answers correctly, he rolls the die and moves that number of spaces. If he answers incorrectly, he doesn't roll the die or move his pawn.
• If a player lands on a spot that begins a shortcut, he moves his pawn to the end of the shortcut.
• Social interaction is a dynamic process—one answer doesn't always fit. Look for opportunities as your students play Maxwell's Manor to point out a variety of accurate responses and to clearly distinguish these from incorrect or less acceptable responses.



Game Variations
• Depending on your students' skill levels, you might enlist their help judging the accuracy of responses. This technique might spark a discussion of other options and possible correct answers.
• Prior to play, set a time limit, such as 15 minutes. The player closest to Finish at the end of that time limit is the winner.
• Allow two or more players to team as one player.
• If a player answers incorrectly, allow another player to give an answer. If the second player's response is correct, that player rolls the die and moves her pawn. Play then continues to the original player's left.
• If a player answers incorrectly, allow a second player to give an answer. If the second player's response is correct, that player rolls the die and moves his pawn. The original player does not move his pawn. Play then continues to the original player's left.

  • Copyright 2001