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The Thought Game

Lesson Plan

Thought Game Plan

Students will identify unhelpful thoughts and apply CBT strategies by navigating real-life scenarios in an interactive board game.

Teaching CBT skills builds emotional resilience and self-awareness in 6th graders, helping them manage stress and foster a positive classroom environment.

Audience

6th Grade Class

Time

50 minutes

Approach

Interactive gameplay with guided reflection.

Prep

Preparation

10 minutes

Step 1

Introduction

5 minutes

  • Display slide 1 of the Game Instructions Slides and introduce the session objective.
  • Explain the rules and the goal of recognizing and reframing thoughts.

Step 2

CBT Skills Overview

10 minutes

  • Use slides 2–4 of the Game Instructions Slides to teach the Thought–Feeling–Behavior model.
  • Provide examples contrasting unhelpful and helpful thoughts.

Step 3

Gameplay

25 minutes

  • Divide the class into small groups and distribute the CBT Board Game.
  • Students take turns drawing scenario cards and using CBT strategies to reframe unhelpful thoughts.
  • Encourage peer discussion and coach as they play.

Step 4

Post-Game Reflection

10 minutes

  • Distribute the Post-Game Reflection Worksheet.
  • Students individually choose one scenario, reflect on their thought process, and note the reframed thought.
  • Invite volunteers to share their reflections with a partner or the class.
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Game

CBT Board Game Details

Objective:
Help students practice recognizing and reframing unhelpful thoughts using Cognitive Behavioral Therapy (CBT) strategies in an engaging, team-based board game.

Players: 3–4 students per group

Components

  • 1 Game Board with a winding path to the “Resilience Zone”
  • 4 Colored Player Pawns (red, blue, green, yellow)
  • 1 Six-sided Die
  • 50 Scenario Cards
  • 50 CBT Tokens (paper chips)
  • 1 Instruction Reference Sheet per group

Setup (5 minutes)

  1. Unfold the game board on a flat surface.
  2. Shuffle the Scenario Cards and place them face-down on the “Draw” space.
  3. Put the CBT Tokens in a central pile.
  4. Each student chooses a pawn and places it on the “Start” space.
  5. Give each group an Instruction Reference Sheet for quick rules lookup.

Rules & Gameplay (25 minutes)

  1. Students take turns rolling the die and moving their pawn forward.
  2. If you land on a colored space, draw the top Scenario Card and read it aloud.
  3. The reading student states the unhelpful thought on the card. The group works together to:
    • Identify the feeling linked to that thought.
    • Brainstorm a helpful, reframed thought.
  4. Once the group agrees on a reframing, they present it. If the reframing correctly addresses the unhelpful thought (teacher or peer-coach gives a thumbs-up), the reading student earns 1 CBT Token.
  5. Discard the used Scenario Card and end your turn.
  6. Play continues around the group. If you roll a 6, you get an extra roll!
  7. When a pawn reaches the final space—the Resilience Zone—the game ends for that group.

Winning Conditions:

  • Primary: First player to enter the Resilience Zone.
  • Secondary (if tie): Most CBT Tokens collected.

Earning & Using CBT Tokens

  • Earn a token every time your group produces a helpful reframing.
  • At the end of the game, each token represents one reinforcement of positive thinking. Celebrate each token as a win for emotional resilience!

Example Scenario Cards

  1. Scenario: You study for a science test, but you still think, “I’m going to mess this up.”
    • Unhelpful Thought: “I’m going to mess this up.”
    • Reflection Question: What’s a more balanced thought you could try?
  2. Scenario: You see friends talking after school and think, “They don’t want me there.”
    • Unhelpful Thought: “They don’t want me there.”
    • Reflection Question: How else might you interpret their behavior?
  3. Scenario: You spill juice on your shirt before class and think, “Everyone is going to laugh at me.”
    • Unhelpful Thought: “Everyone is going to laugh at me.”
    • Reflection Question: What’s a kinder thought you could tell yourself?

Reach the Resilience Zone by transforming unhelpful thoughts into helpful ones and collecting CBT Tokens along the way! Good luck, thinkers!

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Slide Deck

The Thought Game: Objectives

• Objective: Recognize unhelpful thoughts and practice reframing them
• Build emotional resilience through Cognitive Behavioral Therapy (CBT) skills
• Work in teams to navigate scenarios and collect CBT Tokens
• Aim: First to reach the Resilience Zone wins!

Welcome students! Today we’ll play The Thought Game to practice spotting and reframing unhelpful thoughts.

Script: “We’re going on an adventure to the Resilience Zone. Along the way, you’ll learn how thoughts influence feelings and behavior—key CBT skills!”

CBT Thought–Feeling–Behavior Model

Thought → Feeling → Behavior

• Unhelpful Thought: Leads to negative feelings and actions
• Helpful Thought: Promotes positive feelings and actions

Example:
Thought: “I’ll fail the test.”
Feeling: Anxiety
Behavior: Avoid studying

Reframe: “I can prepare and do my best.”

Introduce the core CBT model.

Script: “Every thought we have influences how we feel and how we act. By changing thoughts, we can change feelings and behaviors.”

Unhelpful vs. Helpful Thoughts

Scenario 1: Spilling juice before class

  • Unhelpful: “Everyone will laugh at me.”
  • Helpful: “Accidents happen—people are probably focused on themselves.”

Scenario 2: Worried about a science test

  • Unhelpful: “I’m going to mess this up.”
  • Helpful: “I’ve studied hard and can ask questions if I get stuck.”

Show concrete examples.

Script: “Let’s compare unhelpful vs helpful thoughts in real scenarios.”

How to Play

  1. Form groups of 3–4 and set up the CBT Board Game.
  2. Take turns rolling the die and moving your pawn.
  3. Land on a colored space → draw a Scenario Card.
  4. Read aloud and state the unhelpful thought.
  5. Group brainstorms a helpful reframing.
  6. Teacher or peer coach gives a thumbs-up for correct reframing → earn 1 CBT Token.

Explain game setup and turn structure.

Script: “Now we’ll jump into gameplay. Listen carefully to the steps below.”

Earning CBT Tokens & Winning

• Earn 1 CBT Token for each approved reframing
• Roll a 6 → extra turn!
• First player to enter the Resilience Zone wins
• Tie-breaker: Most CBT Tokens collected

Clarify token system and winning conditions.

Script: “Tokens show your mastery of reframing unhelpful thoughts—collect as many as you can!”

Ready, Set, Go!

• Divide into groups and set up your board.
• Remember the Thought–Feeling–Behavior model.
• Support your teammates and have fun!

Let’s journey toward emotional resilience!

Wrap up the instructions and get students ready.

Script: “Any questions? Great—let’s get in our groups and start playing!”

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Activity

Game Play Session

Time: 25 minutes

Teacher Role:

  • Distribute the CBT Board Game and remind students of the rules on the Game Instructions Slides.
  • Circulate among groups to monitor their use of the Thought–Feeling–Behavior model.
  • Prompt deeper reflection with questions such as:
    • “What feeling is linked to this thought?”
    • “What evidence supports or contradicts this thought?”
    • “Can you think of a kinder or more balanced thought?”
  • Give immediate feedback and a thumbs-up when reframings earn CBT Tokens.
  • Keep time and signal a 2-minute warning before wrapping up gameplay.

Student Actions:

  1. In groups of 3–4, take turns rolling the die and moving your pawn.
  2. When you land on a colored space, draw a Scenario Card and read the unhelpful thought aloud.
  3. Work together to:
    • Identify the feeling linked to that thought.
    • Brainstorm a helpful, reframed thought.
  4. Share your reframing; earn 1 CBT Token for each approved reframing.
  5. Continue play until the Resilience Zone is reached or time is called.

Teacher Prompts:

  • “How would you feel if you told yourself a kinder thought?”
  • “What’s another way to look at this scenario?”
  • “If a friend had this thought, what would you say?”

Transition to Cool-Down:

  • Ask students to select one scenario they encountered and jot down their unhelpful and reframed thought on the Post-Game Reflection Worksheet.
  • Collect boards and tokens, then move into the reflection activity.
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Cool Down

Post-Game Reflection Worksheet

Thank you for playing The Thought Game! Use this worksheet to reflect on one scenario you encountered and how you applied CBT reframing.

1. Scenario Description
Briefly describe the situation you drew in the game:




2. Unhelpful Thought
What was the negative or unhelpful thought you identified?




3. Associated Feeling
What feeling did that thought bring up for you?




4. Helpful, Reframed Thought
Write the kinder, more balanced thought your group brainstormed:




5. Evidence Supporting Your Reframe
What facts or experiences support this new, helpful thought?







6. Future Application
How might you use this reframing technique the next time you face a similar challenge?







7. Key Takeaway
What is one insight or skill from today’s game that you’ll remember?







Great work! Be prepared to share one insight with a partner or the class when we wrap up.

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