When did this happen? - Access+

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When did this happen? - Access+
Discover a version of the popular memory and thinking game When did it happen? from the Access+ gaming series. The Access+ range of games is specifically tailored to support the remediation of cognitive impairment. Games are a tool that stimulates abilities and helps to prioritize impressions of joy and shared play. With larger cards and carefully selected events, the joy of playing can be enjoyed by everyone. Choose a theme and get playing. Create a timeline by arranging the events on the cards in the order in which they happened. An excellent (and fun) way to practice memory and improve attention skills. The game lasts approximately 15 minutes and is designed for 1 to 4 players.
Cognitive functions used in the card game When did it happen? - Access+
- Logic and Mathematics - players must place the events depicted on the cards in chronological order, this requires the application of mathematical knowledge such as positive and negative integers and their order of ascending order, and an understanding of the timeline and chronological sequence
- Long-term memory, inner dialogue and imagination - When playing both versions (classic and personal experiences), players must access knowledge or memories in their long-term memory (episodic and explicit), to determine where the event fits on the timeline, thus immediately activating their inner dialogue, talking to themselves about the event and trying to place it in time, or your imagination, where they replay the moments they're looking for in their minds, these mental actions allow you to resolve, where to place specific cards on the timeline
- Throughout the game, players use their lexical field and imagination to temporarily hold the observed images and connect them to their prior knowledge
- Players must also use concentration and short-term and working memory to think and analyse information
- Regulation of impulsivity makes it easier for them to put events in the right order, in a version of personal experiences emotional regulation may be needed, recalling certain events can sometimes activate related feelings, when this happens the player must regulate the resulting emotional impulses
An expert's view: Christophe Debien - Hospital psychiatrist
Playing may heal, but it undoubtedly calms, strengthens and develops. This is probably why games are one of the many facilitation tools we use every day in our work with patients, whether to stimulate poor memory, improve impaired attention and projection skills, or revive motor skills. The new Access+ range of games not only introduces games suitable for carers and those they care for in a fun way. It brings much more: enables the use of games as part of care by adapting and changing them so that everyone - families, therapists and patients - can develop together with each other.
Package contents
- 48 event cards, each card has a front side and a date side, the illustrations are the same on both sides, the date side shows the date and the name of the event
- 12 cards of personal experiences, each card contains a theme and an illustration related to a moment in life
- 4 timelines
- 1 rules
Recommended age:
8 +
Specifications
Battery
Age and intended use
Product type
Games and puzzles
Release date
Language
Genres and game mechanics
Cards
| Code: | HRAls2974 |
| Manufacturer information |
Asmodee Czech Republic, s.r.o., Novozámecká 4/495, 198 00 Praha 9, +420 281 930 585, [email protected]
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