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da Vinci's Room Don't Go Bananas – CBT Therapy Game for Kids (Ages 6-12)
da Vinci's Room Don't Go Bananas – CBT Therapy Game for Kids (Ages 6-12)
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Playful CBT-inspired learning for kids
da Vinci's Room presents Don't Go Bananas, a CBT-inspired game designed to help kids explore their emotions in a playful, safe setting. Grounded in the ABCD Model of Cognitive Behavioral Therapy, the game guides players to identify triggers, examine beliefs, notice reactions, and consider gentle changes to thought patterns.
How it works
2-4 players build color piles in turn, following semi-cooperative rules that encourage teamwork. The flow invites kids to encounter prompts tied to five strong emotions: anger, sadness, worry, fear, and jealousy. The activity supports articulation of experiences, comparison of responses, and trial of new strategies in a relaxed context.
- Trigger identification: Recognize what starts the emotional moment.
- Belief analysis: Consider beliefs that influence reactions.
- Reaction exploration: Observe how feelings surface and how actions follow.
- Thought pattern shifts: Explore easier, more helpful thoughts to try next.
Who can use it
Designed for classrooms and homes, Don't Go Bananas works well in small groups with teachers or parents guiding the way. Adults participate to model thoughtful processing and to help kids feel comfortable sharing their own answers.
Versatility and age range
The game suits 6-12 year-olds, and the question variety makes it adaptable for older or younger players with simple adjustments to difficulty. This flexibility supports a range of social and emotional learning goals.
- Classroom use: teachers can integrate it into small-group activities or counseling support.
- Home use: families can turn casual play into meaningful conversations around feelings.
What you get
Color cards and emotion prompts help animate conversations, while the simple, turn-based structure keeps play approachable for new players and veterans alike. The semi-cooperative design gently nurtures cooperation as players help each other progress.
Note: This game is a supportive resource that offers a structured way to practice emotion naming, perspective-taking, and safe discussion. It is not a substitute for professional therapy, but it can complement routines at home or in the classroom.
FAQ
Q: What ages is Don't Go Bananas suitable for?
A: Ages 6–12, with adjustable questions to suit different skill levels.
Q: How can this game support emotional learning at home or in class?
A: It guides kids to name triggers, examine beliefs, and practice new responses in a semi-cooperative setting.