Healing Fairytales: Create your own fairytale

Dive into the world of fairy tales to explore and understand the metaphorical representation of trauma causes while crafting your own healing fairy ta

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1

Start by discussing what fairy tales are and how they often mirror real-life challenges and obstacles. Explain that the poster depicts how people can be affected by difficult experiences, similar to characters in fairy tales.

2

Show the players the poster and encourage them to identify elements from familiar fairy tales (e.g., dragons, dark forests, wicked stepmothers). Discuss how these elements make them feel and relate to their own experiences.

3

Now it's time to introduce the bookmark which you can find on the poster. The bookmark serves as a tool for constructing fairy tales. Explain that players will use the bookmark to select elements such as the setting, hero, friend, talent, obstacle/enemy, magical tools and an end for their stories. Using the colours of the bookmark can help them identify the elements on the poster. Of course, there is also the option to invent your own character or to use an element of a different category.

4

Have each of the players construct their own fairy tale by choosing one element from each category. If they want, they can write down or draw their story. When they have finished, they can tell their story to each other.

5

Conclude the game with a group discussion on how storytelling and creativity can be healing. Reflect on the importance of discussing challenges and finding ways to feel better, like the characters in their fairy tales.

Informations supplémentaires sur le jeu

On the bookmark you can find the following elements, referring to:

  • Location = brown: forest (1), mushroom (2), village (3), castle (4), mountains (5), cave (6), haunted house (7), palace (8), desert (9), tower (10), gravestone (11), ? (12).
  • Hero = green: puss in boots (1), lumberjack (2), knight (3), pirate (4), farm girl and boy (5), Tom Thumb (6), frog (7), princess (8), sultan (9), mermaid (10), Little Red Riding Hood (11), ? (12).
  • Friend = blue: gingerbread cookie (1), unicorn (2), fairy (3), grandmother (4), swan (5), hodja (6), lackey (7), camel (8), dwarfs (9), genie (10), dog (11), ? (12).
  • Talent = red: running shoes (1), spinning wheel (2), swords (3), bricks and trowel (4), blow-dryer and comb (5), bow and arrow (6), axe (7), microphone (8), climbing gear (9), fishing rod (10), flute (11), ? (12).
  • Obstacle/enemy = yellow: fire-breathing dragon (1), wizard (2), giant (3), goblin (4), vampire (5), tornado (6), wolf (7), angry stepsisters (8), lightening (9), witch (10), angry queen (11), ? (12).
  • Magical tools = orange: cape (1), ring (2), magic spell book (3), wand (4), potion (5), flying carpet (6), magical lamp (7), kettle (8), rose (9), key (10), mirror (11), ? (12).
  • Ending = purple: crown (1), party table (2), rainbow (3), magical transformation (4), hot air balloon (5), medal (6), gift (7), leaving for adventure (8), love (9), treasure chest (10), group hug (11), ? (12).


This game is part of the Trauma-Informed Youth Work toolkit, which is designed to create a safe, supportive environment for all participants by acknowledging the impact of trauma on young people and fostering trust and empowerment. By incorporating activities that use indirect methods to explore emotions and behaviours, the toolkit makes sensitive topics more accessible and less intimidating, especially for younger audiences. The teamwork aspects of these activities foster collaboration and support, aligning with trauma-informed principles. This approach promotes healing, resilience, and positive development in every youth engaged, while emphasizing emotional awareness and understanding.

Variations

  • All elements on the poster have a specific number. You can use two dice to let faith decide which element you should use for each category. Roll the first dice, if it is 1, choose the element numbered 1. If it is not 1, you may roll the dice for a second time.
  • You can also set a fixed start or end for the story and let the players continue from there.
  • You can randomly choose the order of the elements for narrating the fairytale.
  • Print the fairytale elements on cards and let the players determine an order for their story by placing the cards on the table.

Objectifs d'apprentissage spécifiques

Storytelling skills

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