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NEW! Bright Minds, Bold Words
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NEW! Discover our coaching card game ‘Bright Minds, Bold Words’ with a 20% introductory discount!
How do you, as a gifted young person, deal with other people’s stereotypes and expectations? Our brand-new coaching card game helps young people talk about these issues, critically examine statements, and reflect on their own self-image.
To celebrate the launch, we’re offering the game at a 20% introductory discount for a limited time. A great opportunity to be among the first to get your hands on this new resource!
The game (in Dutch) is currently in production. We expect to start shipping at the end of October.
Coaching Card Game to Spark Conversations with Young People About Stereotypes Surrounding Giftedness
Bright Minds, Bold Words is a psychoeducational coaching card game (in Dutch!) developed by Dr. Sabine Sypré and published by Hoogbloeier®. The game helps young people aged 12 and older reflect on the prejudices, expectations, and stereotypical comments they encounter about giftedness.
The game contains 50 cards featuring recognizable statements from classmates, parents, teachers, and others. The cards are divided into four categories:
Learning: expectations about academic performance, intelligence, and learning ability.
Emotional: assumptions about feelings, perfectionism, and dealing with challenges.
Identity: stereotypes about who gifted young people are and what is expected of them.
Social: prejudices about friendships, social skills, and belonging.
These statements encourage young people to reflect on what they recognize, how certain comments affect them, and how they would like to respond. They learn to distinguish between other people’s expectations and their own experiences, needs, and identity.
Bright Minds, Bold Words can be used in individual coaching, therapeutic support, or small groups, such as enrichment classes. The game offers psychologists, therapists, coaches, and other professionals an accessible starting point for psychoeducation about giftedness, self-image, and identity development.
The goal is not to put young people into boxes, but to encourage them to think critically about how others see them—and how they see themselves.
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Type of material: Game
Target audience: Healthcare professionals
Target audience: Education professionals