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CyberSmart Play-2-Learn Dominoes Game is an educational domino game designed to teach young people how to navigate the dangerous waters of the Internet, including wireless devices such as cell phones, PDA’s, and MP3 players. Major topics covered include Internet predators, Internet bullying, scams, viruses, and the practice of pro-social Internet behavior. It also can be used as high interest material for students who are less savvy than their peers about the Internet and its dangers.
Before playing a domino, a player picks a card from one of the four decks and either answers a question or practices a skill. The Mystery Cards pose scenarios that the players have to resolve, True-False Cards are questions with a distinctly right or wrong answer, Multiple-Choice Cards give several answer options to choose from, and Opinion Cards are open-ended questions in which a second player gets a chance to agree or disagree with the first player’s answer.
Playing time: Flexible from 30-45 minutes. 2-5 players.
Learning Objectives – Players will:
|Audience:||Elementary (K-5), Middle (6-8)|
|Publisher:||The Guidance Group|