In an
otherwise high-tech world, the most important piece of equipment in my office
was a $10 game of Connect Four. For over
thirty years, I used that game to help with diagnosis and with therapy.
For those
who may not be familiar with the game, Connect Four is played on a grid, 6 slots
vertically and 7 slots horizontally. By
taking turns dropping checkers into one of the slots, the goal is to get four
in-a-row, much like tic-tac-toe. What
makes it an ideal game for office use is that the rules are simple, the set-up
is easy, it appeals to a wide age range, and the game can be played, completed and
repeated in a few minutes.
Children of
all ages enjoy the game. Even before children are old enough to understand
rules, they love to dump out the checkers and watch them scatter. Children, a
bit older, and able to tolerate a modicum of delayed gratification, learn to replace
the checkers in order to dump them once again.
At yet another stage, children not only replace the checkers, but do so
in patterns such as stripes or alternating patterns. Now that they’ve entered in to this cognitive
world of planning and patterning, they seem to derive more pleasure from what
they have created than from the act of dumping.
School
age children, approximately ages 6 through 8, are ready to take a major
developmental step forward and learn the rules of the game. For some children, especially those who are
very oppositional, this may be the first time that rules are heard not as
restrictions, but in a positive context.
Rules make the game possible. Without rules, there is no game.
With the
game, there are social lessons. How to
follow rules. How to take turns. How to be patient when it is not your
turn. How to be gracious in winning and
gracious in losing. If a child broke the
rules, cheated, I didn’t get angry or berating.
It was a learning opportunity. “Okay,”
I said. “You can do that with me, but
how would you feel if I did that?” or “How would you feel if a friend did that
when you were playing?” “How would a
friend feel if you did that with them?
Would they still want to be your friend?”
With the
game, there are cognitive lessons. How
to slow down and to look at options. How
to use words to assess the choices. How
to discern better and worse decisions. How to predict better and worse
results. If a bad move was made, I didn’t
pounce upon my patient in victory, “Aha, now I got you!” I would say something like, “Look carefully
at your move. Why is that not a good
move?” “If you go there, where am I
likely to go?” “What would be a better
move?” Then I allowed them a do-over. As
we played, I observed if they learned from past mistakes. I asked them to put into words their
strategy. Eventually, I asked them not
only to articulate their strategy, but could they figure out mine.
A coach
is a motivator and a teacher. When I played games in the office my role was to
coach. The goal was never about becoming an expert at Connect Four. The goal was
to give children experience and practice in social engagement, decision making,
slowing down, paying attention, using words to assess, making good choices and considering
consequences. Through this and many
other board games, and with a bit of coaching assistance, children can acquire
social and cognitive skills, important for their future success.
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