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Cognitive Management

Crossword
Ref: http://share.upmc.com/2016/08/benefits-crossword-puzzles/
https://www.thespruce.com/crossword-puzzle-solver-tips-2811479
Purpose:
Brain training is the idea that regularly putting your brain to work through crossword and can
help improve memory and other types of cognitive function.
Materials
1. Newspaper
2. pens
Instructions

1. FITB (fill-in-the-blank)
2. Check the 3-, 4- and 5-letter Words
3. Clues obey rules (A clue will always be written in the same part of speech as the
answer.)
4. Guess
5. Don't Jump to conclusion (Approach the clues with an open mind.)
6. Multi-Word answers (Remember that an answer could be made up of more than one
word.)
7. Enjoy!

Board Games
Ref: http://www.healthfitnessrevolution.com/top-10-health-benefits-board-games/
https://filipinocheckers.blogspot.com/2014/04/filipino-checkers-rules.html
http://larong-pinoy.weebly.com/in-luzon.html
Purpose:
board game helps practice essential cognitive skills, like problem solving. The hippocampus and
prefrontal cortex especially benefit from playing board games. These areas of the brain are
responsible for complex thought and memory formation. Board games help the brain retain and
build cognitive associations well into old age too.
Materials
1. small wooden board with 10 squares and 14 end points. T
2. the checkers (dama) pieces are comprised of 24 pitsas made from pieces of small bamboo,
stones, or bottles caps, with the players having 12 pieces each
Instructions
1. Filipino checkers is played on the Dama Matrix or on the light squares only of a standard
checkerboard of 64 alternating dark and light squares, (eight rows and eight files) by two
opponents having 12 checkers each of contrasting colors, nominally referred to as black and
white.
2. The board is positioned squarely between the players and turned so that a dark square is at
each player's near left side. Each player places his checkers on the light squares of the three
rows nearest him. The player with the lighter checkers makes the first move of the game, and
the players take turns thereafter, making one move at a time.
3. The object of the game is to prevent the opponent from being able to move when it is his
turn to do so. This is accomplished either by capturing all of the opponent's checkers, or by
blocking those that remain so that none of them can be moved.
4. Single checkers, known as men, move forward only, one square at a time in a diagonal
direction, to an unoccupied square. Men capture by jumping over an opposing man on a
diagonally adjacent square to the square immediately beyond, but may do so only if this square
is unoccupied. Men may jump forward or backward, and may continue jumping as long as they
encounter opposing checkers with unoccupied squares immediately beyond them. Men may
never jump over checkers of the same color.
5. A man who reaches the far side of the board becomes a king. If it reaches the far side by
means of a jump, it continues jumping as a man on the same move, if possible, and remains a
man at the end of the jumping sequence. He will be King only if the jumping sequence ends in
the far side.
6. Kings move forward or backward any number of squares on a diagonal line to an unoccupied
square. Kings capture from any distance along a diagonal line by jumping, forward or backward,
over an opposing man or king with at least one unoccupied square immediately beyond it. The
capturing king then lands on any one of these unoccupied squares (except as noted in rule 7)
and continues jumping, if possible, either on the same line or by making a right angle turn onto
another diagonal line. Kings may never jump over checkers of the same color.
7. Whenever a player is able to make a capture he must do so. When there is more than one
way to jump, a player must choose the one which results in the capture of the greatest number
of opposing units (it is obligatory). When a King or a man will both capture the same number of
opposing units the player can choose which among them will capture. When a king jumps over
an opposing man or king with more than one unoccupied square immediately beyond it, it must
land on a square from which it is possible to continue jumping, if there is such a square. A
player must make all the captures possible in a sequence. He may not leave one or more
checkers uncaptured that he could capture simply by not continuing to jump. A "huff" of a
checker for failure to jump properly is not permitted. The incorrect move must be retracted,
and a correct move must be made. If possible, the correct move must be made with the man or
king originally moved incorrectly.
8. A man or King may not jump over the same opposing man or king more than once.
9. Captured checkers are not removed from the board until all jumps made on the move are
completed, and the hand is removed from the capturing man or king. (It is only in rare instances
that rules 8 or 9 affect the play of a game. They can have the effect of reducing the number of
captures possible on a move. In most of these cases a king is the capturing piece. On very rare
occasions these rules, either separately or in combination, will result in a king being forced to
terminate a series of jumps on a square from which it will then be captured by an opposing
man or king which itself would have been captured were it not for these rules.)
10. Whenever a situation arises in which one player has three kings and the other one king, no
other checkers remaining on the board, a count is begun of the moves made by the weaker side
(that is the lone King). If the lone king is not captured by the end of its twelfth move, the game
is a draw. (In general, a win is possible only if the side with three kings has possession of the
diagonal line running from the lower right corner to the upper left corner.) The players may also
agree with each other for a draw.
11. A player may resign.
12. Time limits (optional). A player loses a game if his time expires.

Pinoy Henyo
Ref: http://proactive-pinoy.blogspot.com/
Purpose:
Pinoy Henyo is a game of deductive reasoning and creativity. It requires understanding of
objective facts, logic, geography and language.

Materials
1. Paper
2. pen
3. tape
Instructions
Teams must have 2 players. Player One will do the questioning while Player Two should answer
only YES, NO or Can Be. The secret word will be posted at the top of the head of Player One.
The team will be given 2 minutes to get the correct word. No body language is allowed. The
team can be disqualified for this. If Player Two answers with another word other than Yes,
No or Can Be, a 3-seconds penalty shall be given to the team. The clock stops when Player
One answers correctly the secret word.

The Strategy. Often times, only 5 categories are being considered to guess the secret word.
These are:

 Person
 Animal
 Place
 Food
 Thing.
The team should use logical questioning to get the secret word. Questions should start from the
first level and then to the second level until they have all the clues to guess the secret word.

Tip for questioner - be attentive to the answer of your partner.


Tip for answerer - modulate your voice if the word guessed by the questioner is already near the
secret word.

Cross the bridge


Ref:
Purpose:
Materials
1. 5 pcs of paper
Instructions
get all members of the group safely across the bridge. They must go as one big group, not multiple
smaller ones. Also stress that everyone must be on the paper before anyone can get off the bridge,
forcing the entire group to be engaged at once. Participants cannot touch the floor/grass and
therefore must use paper to cross. If a person completely comes off the paper they are gone and
since this is a team exercise everyone must start over.
Stress Management
Hidden heart
Ref:
Purpose:
Materials
Instructions

Deep Breathing
Ref: https://www.health.harvard.edu/mind-and-mood/relaxation-techniques-breath-
control-helps-quell-errant-stress-response
http://www.robinskey.com/10-benefits-of-deep-breathing/
Purpose:
Breath focus helps you concentrate on slow, deep breathing and aids you in disengaging from
distracting thoughts and sensations. It's especially helpful if you tend to hold in your stomach.

Materials
Instructions
Breathe deeply into your abdomen, not just your chest. Proper breathing should be deep, slow
and rhythmic and done through the nose, not the mouth. Each breath should ideally last three
to four seconds breathing in and three to four seconds breathing out. Deep full breaths that fill
your lungs use your diaphragm. When you breathe deeply your diaphragm muscle pulls your
lungs down, so that they expand and so that you can really circulate oxygen down into the
whole lung. Breathe in slowly and imagine your lungs filling up with air: your chest slightly
widens, your diaphragm pulls your chest cavity down and your belly button pulls away from
your spine as you breathe in. When your lungs are full, exhale slowly and pull your belly button
back in towards your spine to push out all of the air from the lungs.

Maddening Pyramid
Ref:
Purpose:
Materials
Instructions
Calm Down Sandwich
Ref:
Purpose:
Materials
Instructions
Relaxing Sand
Ref:
Purpose:
Materials
Instructions

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