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UNGAME                                  S$20
This all ages Ungame is a pocket sized, non-competitive game that encourages conversation and communication. Use as an ice-breaker or for a serious exchange of thoughts, feelings and ideas. It has 140 questions - all different from those included in the original game. Can be used with the original board game or can be used independently - ideal for therapists on the go!
Ages 5 and up.

TEEN TALK IN A JAR                       S$24
Teens tackle challenges from Internet safety to cyberbullying with these thought-provoking scenarios. This go-anywhere, easy-to-use jar makes learning fun.


Ages 13 and above. 101 cards.
“If you could have a new house rule, which would you choose? No television, or no music?” “If you were to be famous, which would you choose? Fame as an author, or fame as a stage actor?” Think twice—and choose one! A new twist on getting people to interact and practice decision-making, this is a fun and fascinating either/or games to engage brains, share ideas, and build tolerance for differences of opinion. Includes a game play/activity guide.
Provocative conversation starters for youth groups or around the dinner table, 101 dilemmas prepare kids to meet life’s challenges and offer help with making good choices.
THINK TWICE IN A JAR                       S$24
KIDS' DAILY DILEMMAS IN A JAR                       S$24
All ages. 101 cards.
Ages 9 - 12. 101 cards.
This card game spotlights ten top character traits: Caring, Citizenship, Cooperation, Fairness, Forgiveness, Honesty, Relationships, Respect, Responsibility, and Safety. To win, players collect cards of each trait. Each card features a "What If" scenario or question about character that gets kids thinking about what they would do-and what they stand for. Meant to be played with adult supervision (a teacher, counselor, or youth worker familiar with character education themes), the game includes an insert with rules and basic character education concepts.
WHAT DO YOU STAND FOR CARDS                    S$20
LIKEWISE              S$40
Likewise is a lively party game where it pays to think alike! One player turns over a “description” card and a “subject” card to create a zany category like “Goofy” “Hairstyle.” Then each player writes something that fits that category on their paddle without showing anyone else. When everyone is done writing, players flip over their paddles to reveal their answers. The most matched answer wins the round!
Ages 6 and up, 3 or more players.
UGLY DOLLS                    S$18
In this first fast-action card game of the Uglydolls, turn over cards until you spot three matching Uglys. Then race like an Ice-Bat out of Heck to grab a match before they all get snatched. Claim the most cards and you claim the game. After playing, you can also use the cards for some discussion with the client, and have a glimpse of the inner world when your client chooses certain uglies to represent themselves or others.
RORY'S STORY CUBES                    S$20


9 cubes, 54 images, 10,000,000+ combinations. Rory's story cubes is a pocket-sized creative story generator, providing hours of imaginative play for all ages. They can be used to assess the client's habits of mind, world view, flexible thinking, creativity, and possible projections.
Age 6 and above, 1 - 6 players. 20 min.
WHAT DO I FEEL CARD GAME                          S$40
Similar to “Go Fish” or the card game “Gin,” there are easy-to-understand rules for two to four players: Each player starts with 4 cards, and the goal is to collect 4 cards with the same EMOTION theme such as Disappointment, Fear, Anger, Offense, Sadness, Happiness, Surprise, or Love. To get the card, players explain the picture card they have, and ask another player for it. Otherwise, they draw from the pile. Along the way, conversations can be started about the emotions they have.

DELUXE PIT GAME                S$35
Pit, the fast-paced card game requires you to get all the same cards by exchanging it with other players. The catch? You are only supposed to shout out the number of cards you are changing, but not tell what you are changing. The first player who gets all the same cards from the simultaneous changes hits the bell and wins. Minimum 3 players. Card version without bell is available at S$20.
Icebreakers and Discussions       Confidence Building           Self Regulation Program
Models Posters Tools                 Family Changes                   School Behaviour Skills
Anti Bullying Program               Grief and Loss Program         Social Skills and Character Building
Anger Management                   Mindfulness Program            Stress Management
Anxiety Management                    Resiliency Program            Underachiever Motivation
Cyberwellness Program            Self Harm Management







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