GAMES
GROUPS
Games based on all levels of emotional intelligence: from understanding what emotions are, learning emotional vocabulary, learning to recognize emotions in themselves and in others, learning to manage them, etc.
EMOTIONS SCHOOLS
Inadequate emotional management can prevent us from achieving our goals, produce failures in communication and interpersonal relationships, excesses in eating behavior, excessive consumption of certain drugs and even drugs and alcohol.
Learning to know our emotions, embrace them and be able to respond to what they tell us by controlling what we want to do with our behavior, allows a better relationship of ourselves with others and in general with the world, because it is emotional ignorance that makes us the world is not at peace.
Learning to manage our emotions is one of the keys to learn to enjoy life
Learning about emotions will lead students to a better management of their actions already one better communication both internally with themselves, and with others
Games based on all levels of emotional intelligence: from understanding what emotions are, learning emotional vocabulary, learning to recognize emotions in themselves and in others, learning to manage them, etc.
GAME OF “EMOTIONAL MAP”
The Emotional Map game will allow students to learn to recognize the emotions they are feeling more intensely and frequently in order to better understand themselves and carry out appropriate emotional management. As a group, it encourages empathy, the expression of feelings and assertive and effective communication.
To play, we take an emotion card, look at the image to connect with the part of the brain related to intuition and emotion, turn the card over and read the emotion and its definition, connecting with logic and reason. We ask ourselves: Do I feel this emotion with high frequency or low? With high or low intensity?
Depending on how we feel the emotion, in terms of intensity and frequency, we place the card in one quadrant or another of the emotional map.
In the case of playing individually, after finishing the game, we will have our emotional map. A map that gives us information about which emotions we are feeling with more intensity and frequency; as well as information about how we are feeling emotions in general at this stage of our life. This information will be the basis for proceeding with KitCo's emotional management dynamics.
In the case of playing in a group, we will express what makes us place the emotion in said quadrant. Our colleagues will have the "KitCo Emotions Question Card" to help us understand and recognize our emotions for good emotional management. For example, they may ask us: in which part of the body do you feel the emotion? Do you remember the last time you felt it?, etc.
MATCH "HOW DO I FEEL WHEN? “
The game “How do I feel when?” Its objective is to get to know ourselves and others better. What helps us to promote empathy and assertive and effective communication.
It is played in a group and consists of selecting one of the situations indicated on the game board, without the teammates knowing. We take a card of emotions that inspires us to respond how we feel in that situation. The card is shown to the classmates and they must guess what situation it is, one of those indicated on the board, the one that makes us feel the way shown on the emotion card.
We can play with the KitCo situation board, or with a board made by the situation players themselves who live in their day to day.
MATCH "EMOTIONAL DICTIONARY “
The game "Emotional Dictionary" is played in a group with the aim of acquiring emotional vocabulary and learning to recognize emotions in the body.
Initially, the six cards of the basic emotions of KitCo are worked on. At KitCo we remember that there are no positive or negative emotions, they are all necessary, and what is positive or negative is the information that we get from the emotion. In this game it will be shown what each of the emotions are for. For example, fear serves to prevent us from danger, etc. Thus, once we have obtained the useful information of the emotion, we must take control of the situation to take action, an action that satisfies us.
MATCH "GUESS THE CARD “
The game "Guess the Card" is played in a group with the aim of promoting self-esteem, empathy, emotional expression and assertive and effective communication, as well as group cohesion.
Use the images as a base of inspiration to answer questions such as: what image inspires someone? What image inspires us to remember a certain moment? etc.
Each player has several images. On his turn, the player places an image on the table saying, for example: “this image inspires Laura” (also a player in the group). All the players, except one who is turned and cannot see the game table, must place an image card that inspires Laura. The turned player must guess which was the first playing card, the card that the player in his turn has placed that inspires him on Laura.
The richness of the game is that each player expresses what in the image has inspired them about the person, situation, etc. in this case on Laura, thus creating magical connections between those who play.
Dynamics to learn about emotions, you will be able to discover what emotions are and what they are for. You will learn to identify them as "friends" to make a good emotional management. You will answer questions such as: how intensely and frequently do I feel this emotion? What makes me feel this way? In what part of the body do I feel it? What does this emotion mean to me?, etc.
DYNAMICS OF THE “EMOTIONAL MAP”
Students will be able to analyze in a visual way how they are experiencing emotions in their day to day life. They will observe, in their emotional map, which emotions they are feeling with more intensity and frequency. They will do a process of self-knowledge for their self-regulation and improvement of emotional management.
Final price with added discount
KitCo is more than a game kit; it is an educational tool designed to enrich the school environment and promote holistic development.
Through playful activities based on the recognition of talents, values and emotions, KitCo is ideal for:
KitCo is the ideal resource for schools seeking to implement a holistic education that prepares students not only academically, but also in their vital and personal skills, essential for success in life.
Games and dynamics to accompany the students to get the best out of themselves.
Based on three pillars: Talents, Values and Emotions.
You will find Games and dynamics so that the students learn to:
Which will lead to:
Letters available in the following languages: (1) Spanish – English, (2) Spanish – Catalan, (3) Catalan – English
You can choose the languages of your letters by adding a message in comments, in the purchase process.
NOTE: The cards have inspirational images on one side and the concept of the emotion, talent either worth, and its definition.
Final price with added discount
The KitCo Schools Pack is ideal for doing group activities in a classroom with about 25 students.
In addition to 1 KitCo Schools Complete Experience The Schools Pack contains 3 packs of cards representing values, emotions, and talents from KitCo, This allows for games to be played with groups of seven or eight participants, ideal for KitCo group games in the classroom.
KitCo is more than just a game kit; it's an educational tool designed to enrich the classroom environment and promote students' holistic development, helping them reach their full potential. Based on jgames and dynamics of Talents, Values and Emotions.
Through play-based activities, it is ideal for:
KitCo is the ideal resource for schools seeking to implement a holistic education that prepares students not only academically, but also in their vital and personal skills, essential for success in life.
Games and dynamics to accompany the students to get the best out of themselves.
Based on three pillars: Talents, Values and Emotions.
You will find Games and dynamics so that the students learn to:
Which will lead to:
Schools Pack containing:
1 KitCo Schools Complete Experience with:
3 Packs of cards about talents, values and emotions (9 additional decks)
1 KitCo fabric bag to transport the letters
1 KitCo Fabric Backpack to transport the complete Schools Pack
Letters available in the following languages: (1) Spanish – English, (2) Spanish – Catalan, (3) Catalan – English
You can choose the languages of your letters by adding a message in comments, in the purchase process.
NOTE: The cards have inspirational images on one side and the concept of the emotion, talent either worth, and its definition.
The training courses are adapted to the objectives and needs, and can range from 1.5 to several sessions of 3.5 hours, with the complete training lasting 15 hours.
Discover a new way to learn and grow with our experiential and fun training workshops!
Instead of overwhelming you with theory, we invite you to immerse yourself in the practical experience of our games of talents, values, and emotions.
In these workshops, participants not only acquire new tools to work on self-knowledge, personal development and emotional management with your students, but also experience a valuable journey of self-discovery and personal growth.
Through active participation in games, both individual and group, we will have the opportunity to discover our own talents, recognize our emotions, and strengthen our values.
Furthermore, our workshops will not only prepare you to use games with your students, but will also provide you with a space to connect and build relationships with other teachers.
In these workshops, a special connection is experienced while working towards a common goal.
While training is not required, it is considered very enriching due to all the additional benefits it offers. .
However, all the information needed to use our games is available in the KitCo Guide and in our online downloadable files.
Join us and discover the transformative power of experiential education in our training workshops!
Games and dynamics to accompany the students to get the best out of themselves.
Based on three pillars: Talents, Values and Emotions.
You will find Games and dynamics so that the students learn to:
Which will lead to:
We adapt online training to make it as experiential as possible, since most of our games are physical card games.
In the training we will explain the games and discuss real cases and enriching experiences, as well as experience some of them online.
You can also experience some of the games on the KitCo platform, which you can access through the purchase of KitCo Schools.
Embark on a journey of discovery and personal growth with our training!
Games and dynamics to accompany the students to get the best out of themselves.
Based on three pillars: Talents, Values and Emotions.
You will find Games and dynamics so that the students learn to:
Which will lead to:
Available Monday to Friday from 9:00 a.m. to 7:00 p.m.
E-mail kitco.contact@gmail.com
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