The 100 Hoops Basketball Counting Game is an educational game designed for use by children with cognitive or learning disabilities or eye-hand coordination disabilities. This game teaches numbers in both English and Spanish; counting from one to one hundred; skip counting by twos, fives, and tens; counting backwards;
goal setting; and physical coordination and skills. The game features rally sounds and a cheering crowd for encouragement and enables the user to select a counting mode and language
A Math app: Multiplication Simplified - HD is intended for children with learning disabilities or Dyscalculia. Designed to simplify mathematical lessons and to progress according to the student pace; also, it has an interactive game meant to develop the user capabilities to solve arithmetical problems mentally.
A board game that is meant to be played by children (3rd grade and higher)who have Autism or cognitive impairment, so that they may practice math skills while learning responsible money management skills, as players practice earning, spending, and saving money. This is an open-ended game with several options or ways to play depending on the amount of time available to play. Some options for play include: the player who earns $20 first wins, or the first one around the board wins.
DO IT YOURSELF PURPOSE: To teach braille letter recognition to pre-readers. The activity uses a container with six compartments to represent a braille cell (a muffin tin or a plastic box divided into three rows of two compartments each).Children arrange objects starting with the corresponding letter in the compartment(s) to match the pattern of the braille letter. The number of items used corresponds to the number of dots that form the letter. For example, one plastic apple might represent the
Armadillo Army is an educational game program and visual training activity designed for use by children who are blind or have low vision. This educational maze game helps students who are visually impaired practice necessary skills such as lateral eye movements, vertical eye movements, searching skills, timing skills, visual discrimination skills, peripheral detection skills, eccentric viewing skills, and eye-hand coordination. The arcade-style game has bright, large graphics for players with lo
Ask And Answer Wh Bingo, a modified version of the traditional bingo game, is specifically designed to help students increase their comprehension and verbal expression of "Wh" question skills - who, what, when, where, and why. Children of all ages (over the age of 3) can join in on the fun, 2 to 6 players at a time. Ask And Answer Wh Bingo comes with: 18 laminated, full-color bingo boards (printed front and back), 144 "Wh" calling cards, 200 bingo chips (in assorted colors), and a plastic storag
With the Auditory Memory Cards children can listen to short stories like "Aunt Pat's Hat," "Hannah's Bananas," or "Ollie the Octopus"—and then answer questions about each plot. One side shows the picture and story title, and the other side has the story and three questions for children to answer. These 51 illustrated cards provide a basic approach to improving students' auditory memory skills. The cards are helpful to developing children or those with cognitive disabilities who require extra mem
Blunders™ is a board game designed for children ages 5 and up who would benefit from learning polite behavior in an informal setting by identifying rude behavior from polite behavior, while learning appropriate responses to situations and scenarios. In this game the Blunder children, like real children, know that good manners will also help them make more friends, do better in school and develop self-confidence. Players of this manner-building board game join the Blunder family on their quest to
Body Keyboarding is an educational game designed to teach the computer keyboard layout to children cognitive or physical disabilities. It also helps students develop skills in hopping, jumping, spatial awareness, form constancy, auditory and visual memory, directionality, laterality, and discrimination. Players engage in a variety of gross-motor activities using a large color-coded floor mat and four sets of activity cards. All activities can be modified to meet a wide range of ability levels an
Click and Create Articulation Board Games Software, model N59-9, is speech remediation game software designed for use by speech therapists to create board games for children with speech disabilities. The program contains thousands of words and pictures that represent all articulation sounds, and can be used to create personalized games that motivate students to practice. The user can add words to the master list and code them by sound, position, and number of syllables for use on game boards. Bo
Coin Math is an application designed for children of 4-8 years old with cognitive disabilities or Dyscalculia. It is a game to engage children with math while simultaneously teach them how to count money and calculate currency.
Computer Fingers is an educational game program designed for use by children who are deaf or hard of hearing. The games enhance vocabulary and teach fingerspelling and phonics skills. In the Computer Game, players first explore the keyboard to see the relationship between upper and lower case letters, the manual alphabet, and cued letters, then choose a word to spell from three sets of 10 words each. Words come to life as they are spelled. In the Matchup Game, players match letters to handshapes
ConverStation is an educational game system designed to teach conversation to adults, teens, and children with communication disabilities. This game incorporates effective topics into questions cards, with players taking turns engaging each other in conversation and learning the skills of turn-taking and personal communication. The game includes 240 question cards divided into four question categories: Wh- Questions; “If I...”; “Tell about...”, and; “How do you....” The question cards are sub-di
Cue That Word! is a cued speech auditory-visual sign language training program designed for use by individuals who are deaf or hard of hearing. Beginning cuers learn to cue and cue-read, using all hand shapes and locations with over 200 colorfully-illustrated simple words. Cues can be viewed in speed-adjustable animation or in real-time video. The user can choose whether to practice words grouped by vowels or subjects, and whether to play in "learn" or "game" mode. In the Cue-Reading Game, playe
Early Visual Skills is a reproducible worksheet booklet designed for young learners (K-1) learners working of improving their visual skills. Areas addressed include figure ground skills, visual discrimination, same/different, position in space, part to whole, size sequencing and directionality. Fine motor skill development is also addressed through the continued practice of coloring, drawing, cutting and pasting. The booklets contain 48 images that include instructions in graphic form requiring
The Entire World of R Say and Sequence Playing Card System is an educational game designed for use by children age four and up through adults with communication or speech disabilities. This system is a multi-use articulation remediation tool for the /r/ phoneme. This set contains six cards decks of 27 paired cards for each different vocalic /r/—AR, AIR, EAR, ER, IRE, and OR. Each card deck is uniformly organized with nine (9) words each for initial, medial and final word positions. Three of the
First Color Words is educational game software designed for use by children who are deaf or hard of hearing. It includes five game programs designed to teach ten basic colors and how to read and spell their names. One game program, the Rainbow Game, teaches the colors using American Sign Language, cued speech, fingerspelling, or speech. Live video is used for signing, cueing, and fingerspelling. The other four game programs (the Butterfly Game, the Cat Puzzle Game, the Star Game, and the Zebra G
Fit Brains Trainer is an application designed by neuroscientists and brain fitness experts intended for youth and adults to improve several functions of the brain. It has over 60 engaging games and over 300 brain challenges that are offered on the web or on a mobile device. It has a comprehensive approach that stimulates six key brain areas and 27+ sub-areas including Memory, Problem Solving, Concentration, Speed of Thinking, Language, and Visual-Spatial Recognition. It uses a personalized path
Getting To Know You: Facial Expression Cards are cards designed for individuals with low vision.Getting To Know You: Facial Expression Cards come as part of a kit, however, they ae also sold individually. Getting To Know You: Facial Expression Cards help individuals with low vision gain social skills ability awareness.
Getting To Know You: Go Fish Cards are designed for individuals with low vision. Getting To Know You: Go Fish Cards come as part of a kit, however they are also sold individually. Getting To Know You: Go Fish Cards help individuals with low vision improve their social skills and more.
Getting To Know You: Guidebook, Large Print with CD-ROM is designed for individuals with low vision. This is large print verison of the instruction guide.
Blow Lotto is designed for children to develop breathing control and lip muscles. Players take turns at blowing the ball from one hole to another, which requires control of the direction and speed of the ball. Nine holes show different pictures, which are also featured on the players' lotto cards. The first player to covers all the pictures is the winner. Set includes plastic frame, ball, game board with track on both sides, four lotto boards with animal pictures on both sides, storage box and 3
The Guess How I Feel? Game is an interactive game, designed for children (including users who are on the autism spectrum and users with speech and language delays) to provide social skills training, to help them understand feelings and reactions to different situations. Also to show them how to recognize and describe what they see in other people's expressions. Players take turns sharing and guessing each others reactions to 50 situations vividly pictured on cards. Examples include dropping an i
Guidelines and Games for Teaching Efficient Braille Reading, by Sally S. Mangold and Myrna R. Olson, is a manual for teaching braille designed for use by teachers of individuals who are blind or have low vision. It presents a general reading program adapted to the needs of braille readers, based on research in the areas of rapid reading and precision teaching. Educational braille games are included. This 116-page paperback was originally published in 1981. ISBN: 0-89128-105-3.
Happy Geese is a modified game program designed for use by parents or teachers working with children with autism and cognitive or learning disabilities. This iPad application (or app) includes two classic board games - The Game of the Goose and Snakes & Ladders - and is designed to help children learn each game one step at a time. Happy Geese features 24 game chips with cute figures of people and animals and seven different dice with colors, shapes, letters and numbers. The app is intended t
I Can Cue 2 is a visual sign language training software program designed for use by individuals who are deaf or hard of hearing. This CD-ROM contains two programs that teach intermediate cueing techniques and build skills in reading cues. Each program features a speed-adjustable animated cuer and sequenced lessons for learning and self-testing. Cue Those Phrases! has lessons that focus on consonant blends and clusters, liaisons, taps, and flicks, emphasizing everyday, common phrases. Users can c
I Can Spell! is a vocabulary enhancement program and educational game software designed for use by children who are deaf or hard of hearing. This CD-ROM includes Word Scrambler and Word Speller game programs to help players build skills in spelling and vocabulary with over 475 words and pictures. Players can use the spelling lists provided or make a customized list using the included spelling editor. For persons who use Cued Speech, cues are available for each picture, and can be added for new w
This set is great to help kids or those on the Autism spectrum develop an understanding of action verbs in addition to increasing their vocabulary. They also retain information on appropriate activities.
By illustrating both proper and improper behavior, this set of 40 colorful cards teaches children proper manners and behavior with a combination of visual cues and verbal explanations. Each card depicts an everyday situation, showing polite or thoughtful behavior on one side and rude or inconsiderate behavior on the other. Topics addressed include table manners, sharing, responsibility, phone etiquette, helping out, sportsmanship, classroom behavior, kindness, self-control, and more. An instruct
This Opposites Cards set includes 20 opposite pairs for 10 different common antonyms, such as full/empty, dirty/clean, on/off, to help kids and/or those with special needs, such as those on the Autism spectrum, develop an understanding of opposite words. Each antonym is shown in two contexts to help players recognize opposites in different situations.
Leaps and Bounds - Switch Access is a switch-adapted pre-reading tutorial program designed for use by children with cerebral palsy or fine motor, neurological, or upper extremity disabilities. Combining the most switch friendly activities from the Leaps and Bounds series (see separate entries), this program provides scanning and step switch accessability as well as mouse and keyboard access. This program uses bright and colorful characters to stimulate the imagination of young learners and encou
The Literacy Cube, model 4067C, is an educational aid designed for use by individuals with cognitive or communication disabilities. Used like dice, whatever image lands on top is the subject of the discussion. It can be used to improve vocabulary, letter recognition, sound recognition, and literacy skills. This large cube has six clear plastic pockets hold pictures, words, or letters (not included). The pockets can also store extra pictures. DIMENSIONS: 4.5 inches square.
MagneTalk Feelings is a multi-use magnetic game to help young ones or those with issues perceiving moods talk about their emotions.For one activity, place one of six "feelings scenes" in the center of the board. Have a child choose a "feelings" magnetic tile that goes with the picture, and have him/her talk about the scene. For an added lesson, have the child pick a tile that shows how he/she would feel in this situation. As a third activity, match the feelings tile with the children's faces on
Main Idea - Sentences is an application for children grades 2-5 or ages 9 -11, who can read the words or decode, but have trouble understanding what they read. It is designed to help them grasp the main idea of sentences. Children younger than the targeted age group can benefit from skill development. The purpose of Main Idea - Sentences is to make sure the user knows what a sentence is about, and what it does and does not tell them. This skill must be firmly established before a child can deter
Match Pix is educational game software designed for use by children who are deaf or hard of hearing. This program contains six games that teach children to read over 150 words important for beginning readers. Words are organized in fourteen player-selectable word groups such as animals, numbers, and colors, each with 10 or more words. Three games (Matchup, Tic Tac Toe, and Bingo) match pictures to printed words, while three other games present words by American Sign Language signs, fingerspellin
The Milbat Memory Game is a perception game designed for use by children with cognitive or neurological disabilities. Made of wood and Plexiglas, the game requires players to draw metal balls through the maze with a magnet to place the balls in the holes according to the pattern on the included cards. OPTIONS: Hand strap for the magnet.
DO IT YOURSELF ENTRY" ----- PURPOSE: To assist individuals with low vision or blindness in learning to read Braille. A version of "Old Maid," the cards, created on index cards, have animals' names written on them in Braille and print. One card has a fuzzy-textured red or other brigh color circle on it and is the "Monkey's Uncle." All of the cards are dealt face down among at least three players. Players remove and set aside any pairs in their hands. The player to the left of the dealer draws a c
The Parts of a Whole Puzzle, model 962, is an educational game and eye-hand coordination and perceptual training activity designed for use by children with upper extremity disabilities. This geometric shape maze has large knobbed pieces, each representing half of a geometric shape (a circle or a square). The child slides one half of a shape through the maze to match up with the other half. Messages can be pre-recorded so that when the child makes a correct match, the child is rewarded with a sto
Paws Signs Stories is an American Sign Language (ASL) training program designed for use by children who are deaf or hard of hearing. It consists of a computer software CD-ROM with five stories and 15 educational games (three for each story). The stories are designed to teach early ASL skills, including visual discrimination, facial expression, sign location, and signs accompanied by movement (classifiers). The stories use repetition, patterned language, and predictable structure to encourage ear
The Picture Symbol Lotto Game is a perceptual training activity designed for use by children with cognitive disabilities. Each game includes four sturdy lotto boards and thirty-six matching cards. The game strengthens symbol recognition, matching, and color-coding skills. It can be played by 1 to 4 players.
Play Attention is a biofeedback-based cognitive and behavioral training program designed for use by children with cognitive or learning disabilities affecting attention, concentration, or focus. The system includes a sensor-lined helmet that is worn by the child. The sensors monitor the child's attentive state and cognitive process, which is fed into a small interface system that attaches to a computer (not included). Users complete a series of video game-like exercises that are controlled by th
The Positive Pragmatic Game Boards allow students to practice their social communication skills. With each set, choose from 10 game boards targeting specific pragmatic skills:
Quick Pick Counting, model 1-03574-00, is a tactile educational game designed for use by children who are blind or have low vision or cognitive disabilities. This game teaches children to count to 12 with raised-line symbols and to read braille numbers. There are 50 one-sided game cards and two direction cards in the set. The student counts the tactile symbols and then reads the correct braille number. The raised-line symbols are embossed only; the number answers are in large print and braille.
Reading Intro by Oz Phonics is an App for apple products designed to aid children with learning and cognitive disabilities and Dyslexia. It is built as a game and divided in three steps: Oz Phonics 1 - Phonemic Awareness and Letter Sounds, Oz Phonics 2 - CVC, CCVC words, consonant blends, sentences, Oz Phonics 3 - Consonant Blends, CVCC Words, Digraphs, Spelling for the student self assimilation. The app can be used by parents who want to teach their children to read, school age children who ar
Sign It! is a sign language training game designed for use by individuals with hearing disabilities. Designed for one to six players, the game teaches sign languages and includes a board, a die, cards, and a copy of "Signing Illustrated" by Mickey Flodin.
Sneaky, Snacky Squirrel Game is designed for 2-4 children who are working on improving fine motor control, hand strength, matching and sorting, and decision making skills. Players take turns using the Squirrel Squeezers to pick up and place the correct color acorn into the corresponding hole in their log. First to fill their log wins. Spinner tells you which color acorn to pick but it also has spaces marked, "pick an acorn," "steal an acorn," "lose an acorn," so there is some beginning strategy
Social Skill Builder I and II are board games designed for use by children and adults with autism or cognitive disabilities. These two board games teach social, interpersonal, safety, and problem-solving skills. Game I is designed primarily for children ages 6 to 13. It utilizes GO DO cards to help children practice initiating social interactions, greetings, and conversation skills. The WHAT IF cards help children learn problem-solving techniques for common situations, and the MIRROR cards help
SoundSmart is a cognitive skills tutorial program and auditory training activity designed to improve listening skills, following directions, phonemic awareness, working memory, mental processing speed, and impulse control. It is a set of 11 entertaining, multi-level talking Bingo games organized in three modules. (1) Attention Coach - (Beginner, Intermediate, Advanced). In this module, spoken instructions become increasingly complex as the player progresses through a series of alphabet games. Th
Spell Well is a spelling tutorial program designed for use by children who are deaf or hard of hearing. This CD-ROM has 20 colorful game boards, each focusing on vocabulary covering different topics, such as School, Home, Food, Ocean, and the Environment. There are over 2,500 ASL (American Sign Language) sign and graphic vocabulary prompts. When the player spells enough words to reach the end of a game, the screen comes alive with animation.
The Stretch & Match Geoboard Set is a sturdy activity board, recommended for children ages four and up with Autism, for helping students develop fine motor skills, learn basic geometry and shapes, gain problem solving skills, and more.
DO IT YOURSELF PURPOSE: To teach supermarket recognition and mobility to students who are blind or who have low vision. Following foundational lessons in store layout and product identification, students should be familiarized with the primary parts of a specific local store, as well as locations related to those parts. The focus should then be on specific sections with the understanding that most products found within a section are related to each other. When these concepts are in place, the g
Termite Torpedo is an educational game program and visual training activity designed for use by individuals who are blind or have low vision. In this arcade-style game, termites are eating their way through Woodville, and the player must clear the playing field of termites. Once the termites have been cleared away, a whole new force appears to take over where the last ones left off. The player must clear all twelve levels of termites to save the city. This game gives students with low vision pra
Toss 'N Go is an educational game desighed for use by children with neurological, upper extremity, fine motor, learning, or eye-hand coordination disabilities. This multipurpose physical and cognitive game assists children in learning different methods of fastening in a normal developmental sequence; offers training in letter, number, color, and shape recognition; and reinforces fine- and gross-motor skills. The child catches the foam-filled die, undoes the fastening device (zipper, buttons, buc
Weber Articulation Cards are colorful pronunciation cards that come in pairs. Sets or individual packs can be purchased with emphasis on B, D, F, G, J, K, L, M, P, R, S, T, V, Z, CH, SH,
L Blend, R Blend or S Blend articulations, as well as Animal Artic packs. Each deck has its own tin box.
What Do You Say... What Do You Do... At Home? is an imaginative, interactive board game for teaching and reinforcing important home social skills that students need. This game is designed for developing learners, or those who have cognitive/emotional/behavioral disabilities. Students move around the house answering social skills questions. For each correct answer, the student collects a token. The student with the most tokens at the end of the game wins.
What Do You Say…What Do You Do…At School? is an interactive board game for teaching and reinforcing important social skills that students need for interacting with their peers, teachers, and parents. The social situation cards in the game target reasoning, inferencing, pragmatic, narrative, and conversational skills. This game is designed for developing learners, as well as those who may have some cognitive or social/emotional disabilities such as those on the Autism Spectrum.
What Do You Say...What Do You Do... In the Community? is an interactive, open-ended game that builds social and decision-making skills appropriate for a variety of situations. This game can be helpful to those on the Autism spectrum, or those who may have a hard time understanding social and behavioral cues.
Who Do-What Where is a writing and reading skills training program designed for use by children who are deaf or hard of hearing. The program includes eight educational games with progressive activities to help children learn basic sentence parts and sentence structure, leading to success in building and analyzing simple sentences. COMPATIBILITY: For use on Apple Macintosh and IBM or compatible computers. SYSTEM REQUIREMENTS: For Macintosh computers, System 7 through 9 or OS X is required; for IB