New game
Download
Get Academic Plan
Share game
Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

Gamificación de Habilidades Socioemocionales

Yes or No

Played 0

About this activity

Juego para emociones y empatía

Created by

Mexico

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
Gamificación de Habilidades Socioemocionales
 

Gamificación de Habilidades SocioemocionalesOnline version

Juego para emociones y empatía

by Mauricio Montaño
1

El juego incluye reflexiones después de cada ronda para consolidar aprendizaje.

2

La retroalimentación inmediata refuerza la conexión entre emociones y acciones.

3

Se utilizan roles cooperativos para fomentar la empatía entre jugadores.

4

El objetivo principal es ganar puntos sin importar el bienestar emocional.

5

El juego no permite ninguna reflexión posterior para mantener el ritmo.

6

Se asignan puntos por expresar emociones de forma asertiva durante el juego.

7

Se incorporan niveles de dificultad que ajustan mensajes emotivos según la edad.

8

Todas las decisiones del jugador deben ser anónimas para evitar sesgos emocionales.

9

Se prohíbe la interacción entre jugadores para evitar conflictos.

10

Las puntuaciones se basan solo en rapidez, sin considerar comprensión emocional.

Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.