Overview | Recommended Readings for Children | Common Questions Parents have regarding O&M | Free White Cane Application | Games that Enhance the O&M Experience for Children | Glossary of most common terms | Recommended readings for parents | National Organization of Parents of Blind Children
Games that Enhance the O&M Experience for Children
Below is a list of games & activities to enhance the Orientation and Mobility (O&M) experience for children. Some games you may have in your closet while other games may be created easily through items found at American Printing House for the Blind (www.aph.org) or purchased. Most all of the tools necessary to create the games or activities are available through Quota Funds.
American Printing House Sound Balls: These balls make a constant beeping or hip-hop sound. Great for location identification.
Explore: When a child is a little resistant to using a cane – Explore and/or find ways to use the cane as a tool.
Walk Backwards with the Cane: Sometimes just getting out and letting the child be the explorer and determine where to go is exactly what the child needs.
Explore Signs when Possible: Children need the opportunity to explore actual street and/or traffic signs. Often times, they have no clue as to their size, shape or color. Small models don’t do the sizes justice. This is a great activity for deafblind students, as well.
Follow the Path: This is a fun creative activity children enjoy. One they can set up themselves, if they wish. It fine tunes one’s ability to use the pencil grip and enhances tactual awareness. This is a great activity for deafblind students, as well.
Go Fishing: This activity is great for blind and deafblind students to fine tune their tactual awareness skills.
Go to Places of Interest: O&M is more fun if the child makes the decision as to where he/she would like to go. Perhaps give the child two or three choices (that focus on your O&M goals for the lesson) but the child has the final say.
Hide And Seek Snoozy: A great activity for seeking and working on sound cues.
Hide And Seek with Sleepshades: A super activity for a group of individuals.
IXL Revolution TM Sports Ball: Another fun activity that focuses on developing audio skills.
Learn to Tie, Buckle, Velcro: A skill necessary for everyone.
Left And Right: A skill necessary for O&M enhancement.
Owin M. Chair: To encourage cane use: A fun activity all students tend to enjoy.
O&M Scavenger Hunt: This can be an on-going activity for those rainy days.
Parents get involved, too!: Remember, parents are a child’s first O&M teacher, so it is important for parents to have a full grasp on how they can assist their child.
Pathways: A more advanced cardinal direction game.
Red Light-Green Light with Sleepshades: Remember this game? How about using auditory tools to play?
Rhyme And Song: Teachers have known for years how singing songs or learning rhymes can help students learn. Here are a couple of simple activities.
Rib-It-Balls: This large ball is great for learning right and left as children kick it around.
Simon Says Cardinal Direction Game: A very basic cardinal direction game. Great for preschoolers.
Swinging the Cane Wide Enough: Swinging the cane wide enough (yet, not too wide) is a skill that takes practice.
Tactual Awareness: Sometimes getting a child to walk can be a struggle. Here is a fun way to introduce tactual awareness on one’s toes and/or bottom of the feet.
The Cardinal Game: Items through APH are used to create this game. This game focuses on cardinal directions.
The “No Peeking” Game: This is an activity to introduce sleep-shades to children with some remaining vision. By wearing sleep-shades during activities, an individual with limited vision may be able to have a more intense learning experience.
Tic-Tac-Toe Cardinal Direction Game: Taking a basic tic-tac-toe game and incorporating an O&M twist.
Walk Backwards with the Cane: Some people think walking backwards with the cane is very difficult. It truly isn’t. But, practice makes perfect!!
50/50 O&M Game: This game is great to generate discussion & enhance O&M knowledge.
THE CARDINAL GAME *
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
A game for two or four players that focuses on cardinal directions.
Object of the game: Be the first player to move all game pieces across the board (north, south, east, or west) in a straight line to its final destination.
American Printing House for the Blind (APH) materials needed
100’s Board kit (APH)
One Braille or talking dice (APH)
Directions for constructing the game board and pieces:
1. Place Velcro as indicated with a V on the 100’s board.
2. Place sticky foam or textured contact paper in the squares marked with an X below. These spaces will not be used.
3. Braille (or large print) the cardinal directions as indicated below (if desired.)
4. Create four sets of playing pieces by attaching Velcro on one side each of the six squares, six circles, six stars, and six triangles found in the APH 100’s pack. (Other objects may be used for playing pieces as long as each set contains six identical items and all are easily distinguished by touch such shampoo caps, milk tops, or old game pieces from four different games.)
How to play the game:
1. Set up the game for four players as shown in the diagram below (S = squares, C= Circles, ST= Stars and T=Triangles). Note: It doesn’t matter which shapes are placed in which cardinal location.
NOTE: If there are only two players, players must be positioned across the board from each other and may select their own shape.
2. Each person rolls the die to determine who starts first. The person who rolls the lowest number goes first and game proceeds clockwise.
3. A player in the north position must travel to the south position and vice versa. A player in the east position must travel to the west position and vice versa. Note: Throughout the game, on occasion review the direction each player is traveling—either north, south, east, or west.
4. If a player lands on an occupied square, that opponent’s game piece must be returned to his/her start position, and the current player occupies that square.
5. The exact number must be rolled on the die to occupy the final destination of the player. If a number is rolled that is too high, the player must bounce backwards on the board in the opposite direction. For example, if the player is moving west and is three squares from its final destination and rolls a five, that player must go forward the three squares and then back east two squares. The player continues to do this until the correct number is rolled that allows the player to land in the final destination with the exact number rolled on the die. Note: Discuss the change in cardinal direction as this occurs. Ask players what direction other individuals are traveling.
6. The player must travel only north and south or only east and west. Traveling at an angle or sideways is not permitted. See number 3 above.
How to determine the winner of the Cardinal Game:
The first player who is able to get all game pieces to the final destination of the board (opposite to their starting position) is the winner.
* The Cardinal Game is a variation of the “Start Again” game. One can use the Start Again board for The Cardinal Game but The Cardinal Game is slightly larger and offers more pieces and spaces.
TIC-TAC-TOE CARDINAL DIRECTION GAME
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
A game for two players that focuses on cardinal directions.
Object of the game:
Be the first player create three ‘X’s or ‘O’s in a row.
American Printing House for the Blind (APH) materials needed: Invisiboard with Tic-Tac-Toe Accessory Kit
Play Tic-Tac-Toe as usual with the following new rules:
a) As a playing piece in placed on the board, the location of the piece needs to be announced by the player. If the location is not announced correctly, the player must remove the playing piece.
b) In order to win, the individual claiming his/her victory must correctly call off the proper locations of all the playing pieces confirming the win.
c) Proper locations of playing pieces are as follows:
Created by Merry-Noel Chamberlain, MA, NOMCT, TVI
A game for two players that focuses on cardinal directions.
Object of the game:
Be the first player to create a path across the board (north, south, east, or west) to its final destination at the opposite side of the board.
American Printing House for the Blind (APH) materials needed: 100’s Board kit (APH)
Directions for constructing the game board and pieces:
1. Place Velcro as indicated with a V on the 100’s board. (Note: Similar to a checker board.)
2. Stick Velcro on the 25 red circles and 25 blue squares. NOTE: Do not place Velcro on the rest of the circles or squares.
3. Velcro the red circles and blue squares on the board as indicated below. C = circles, S = squares. These playing pieces are stationary and may not be moved throughout the game. They are considered locked.
How to play the game:
1. Players sit on connecting sides. They do not sit across from each other. The player with the circles, sit on the side with the row of circles closest to him/her. The player with the squares, sit on the side with the row of squares in front of him or her.
2. Youngest player places his/her shape in a blank square anywhere on the board.
3. Second player places his/her shape in a blank square anywhere on the board. NOTE: Only one playing piece is permitted in each blank square.
4. Continue until a long path of circles or squares has developed from one end of the board to the opposite end. This path may or may not go in a straight line across the board. See example below:
How to determine the winner of Pathways:
The first player who is able to create a path from one end of the board to the other may be the winner if he/she is able to successfully state the directions the path made. Using the example above—The player at the bottom of the board used square playing pieces. This player placed his/her squares as indicated with a “S*” in the example above. In order to win, this player would state that his/her path went north, east, north, west, north, west and then north again. NOTE: Direction of travel depends on actual cardinal direction of location where game is played. Simply tip the board over to remove the playing pieces to start a new game.
Variations of the game:
a) Lock: One player may place a playing piece on top of the opponent’s playing piece. The opponent may leave it alone thus, letting the other player own the square, or he/she may place his/her playing piece on top and regain control of the square. No more than three playing pieces can be in any blank square. The third piece locks the square and the top playing piece owns the square. There may be three circles, three stars, or any combination in one square.
b) Use different playing pieces offered through the Hundred’s Board such as yellow stars or green triangles or place tactual stickers to help distinguish the playing pieces.
c) The 100s Board comes with 100 playing pieces of each shape. When the board is made, 25 of the playing pieces of one shape are used on the board and are considered locked. That leaves 75 extra shapes to use as playing pieces per player. After each game, the winner collects all the playing pieces used in the game keeping the opponent’s pieces. Continue playing until the opponent is out of playing pieces or determine a winner by counting who has more of their opponent’s playing pieces.
SIMON SAYS CARDINAL DIRECTION GAME
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game: Be the player who is able to follow the directions given by Simon.
Number of players: Three or more.
Materials needed: Braille compass.
How to play the game:
Become familiar with the room in which the game will be played. Determine which walls are the north, south, east, and west. Determine which corners are the northeast, southeast, northwest, and southwest. Player one acts out as Simon and uses the following types of instructions to the other players who perform the instructions:
Simon says, “Hop to the north wall.”
Simon says, “Put your right foot in the southwest corner of the room.”
Simon says, “Answer this question: The window is on the ______ wall.”
Simon says, “Place your back to the east.”
Simon says, “Point to the west.”
Skip to the northeast corner.
Simon says, “Put your right foot next to the north wall.”
Simon says, “Walk sideways to the south wall.”
Simon says, “Hop to the east wall.”
Walk backwards to the west wall.
Simon says, “Skip to the northeast corner.”
Simon says, “Put your back to the east wall.”
Simon says, “Go to the window on the west wall.”
Simon says, “Go to the door on the north wall.”
Hop on one foot to the south wall.
The player who does not do what Simon says is considered out and is removed from the game. The player who does the activity that is not preceded by Simon says is out also.
Players take turns playing Simon.
Variations of the game:
a) Expand the area of the game by having Simon give instructions to other rooms in the house or buildings the players must go to.
b) Perform the game while wearing sleep-shades to truly practice good O&M skills.
How to determine the winner of Simon Says Cardinal Direction Game:
The player who is able to successfully perform all the instructions correctly without getting out.
Created by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game:
Use tactual methods to collect tactual fish (round rings) by using the long, white cane.
Number of players:
One or more.
Materials needed:
Twister Hopscotch game by Milton Bradley.
Before the game:
Lay one fish (ring from Twister Hopscotch) on the floor and practice locating it with the long, white cane. Much like reeling in a fish, the player places the tip of the cane in the center of the fish and pulls the fish towards himself or herself to retrieve the fish.
How to play the game:
One player (or teacher, friend, or parent) tosses all the fish on the floor (hallways work best) in no general pattern. Other players use the long, white cane to locate all the fish.
Variations of the game:
a) Use a timer to determine who can find the fish in the shortest amount of time.
b) Perform the game while wearing sleep-shades for individuals with some remaining vision.
c) When playing in a hallway, try to find all the fish with one walk to and from the end of the hallway.
d) Two players stand at opposite ends of the hallway and walk towards each other collecting as many fish as possible. The one who collects the most fish wins.
e) Toss the fish in a large room. All players collect as many fish as possible in a five minute period.
f) All fish found by the foot must be tossed back.
How to determine the winner of the Go Fishing game: Winners can be determined in a variety of ways: Who found the most fish in the least amount of time; who was successful in finding all the fish with one trip to and from the end of the hallway; or no winner is necessary.
Created by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game:
Using the long, white cane, players use tactual methods to follow a path made of round rings.
Number of players:
One or more Materials needed: Twister Hopscotch game by Milton Bradley.
Before the game:
Player one creates a path with curves and turns using the connectors in Twister Hopscotch.
How to play the game: Player two follows the path by using the long, white cane. The player needs to put a foot in each ring.
Variations of the game:
a) After player two walks to and fro the end of the path, turn the path over and repeat.
b) Player two then creates a path for the next player. How to determine the winner of the
Follow the Path game:
The player who is able to follow the path without tipping over or stepping outside the path is the winner.
SCAVENGER HUNT
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game:
Successfully locate information presented on a list. NOTE: Players need to be able to understand and use a Braille compass.
Number of players: Two or more.
Materials needed:
Items to be found, a list of those items to be found, a few extra items not on the list and a Braille compass.
Before the game:
Player one determines the items needed to be found throughout the house or playing area making sure to place extra items in order to enhance the game and challenge the players. Player one creates and provides the list (Braille, large print, or cassette recoding) of where to find the needed items. Examples are as follows:
a) What is the item located on the west windowsill in the living room?
b) What is the item located on the north counter in the kitchen?
c) What is the item hanging on the inside of the east closet in the basement?
d) What is the word (Braille, large print, or cassette recording) located on the picture farthest east on the bookshelf on the south wall of the office?
e) What is the word (Braille, large print, or cassette recording) located on the northeast corner of the bathroom mirror? (Be sure to place other words in different corners to enhance the game and challenge the players.)
f) Bring back one item located in the southwest corner of the back yard.
g) What is on or near the south wall of the living room? How to play the game: Each player collects the answers to the list.
Variations of the game:
a) Complete the game while wearing sleep-shades.
b) Time the game. The one who can collect the most items in the shortest amount wins.
How to determine the winner of Scavenger Hunt: The person who collects the most correct answers in the shortest amount of time, or the person who Brailles their answers with the least amount of Braille errors, or a combination of the two—a point for every collected item and a point for every correct Braille answer.
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game:
Quietly hide while another player counts to 50. After 50 has been reached, stay hidden until another count reaches 20 and then return to home base safely.
Number of players:
Three or more (The more the merrier!) Before the game: Determine where home base is located. Determine a waiting area slightly away from home base. Select a person to be it and another person to be the assistant.
How to play the game:
a) Everyone wears sleep-shades (including sighted players) and everyone uses a long, white cane.
b) Determine who is it.
c) The person who is it counts to 50 while others hide. (One can be considered hidden even if standing out in the open quietly since everyone is wearing sleep-shades.)
d) The assistant then counts to 20 while the person who is it begins searching for the hidden individuals.
e) Once the assistant finishes counting to 20, the assistant then claps or makes another auditory sound to allow players to know where home base is located. f) As players safely return to home base, they announce their names and move over to a waiting area out of the way where they remain quietly until the end of the game.
Variation of the game:
If the game is played in the school cafeteria, each game can have some variations such as only stay on the east side of the room or all players must sit on a chair or must be under a table, et cetera.
How to determine the winner of Hide and Seek:
The players who return to home base without being touched by the person who is it are determined winners. The next person considered to be it is selected by the winners. After the person is it, he or she becomes the assistant for the next game.
50-50 O&M GAME
Created by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game: The player must move from one end of the board to the other by correctly answering O&M true/false questions and successfully selecting the proper right/left card from the pile. The player has a 50-50 chance on getting the true/false question correct and a 50-50 chance on getting the desired right or left turn.
Number of players:
Two or more.
Materials:
Rolling Right Along Construction Kit (American Printing House for the Blind)
True/False Questions (found in Appendix A)
Right/Left Cards (8 Right, 8 Left)
Puff paint
Directions for setting up board:
1) With the Rolling Right Along Construction Kit, create a one-way road using Velcro. The road needs to have right or left turns but not both. Be creative. Here are a couple of examples.
Example (Use strips to create the road – not several squares.)
2) Use puff paint to put some arrows to show direction of travel.
3) Use puff paint to create a stop line across the Velcro just before each turn.
4) Create each ball tactually different. (Some examples: Put puff paint dots on one of the balls; put puff paint lines on another ball; leave one as is.)
5) Mix true/false questions.
6) Mix right/left cards.
Game rules:
1) Line up each player’s balls next to START just before the first turn.
2) Select the youngest player to go first.
3) Player one selects a true/false question, reads and answers it aloud (Allow time for discussion.)
4) If the answer is not correct, the player may not move forward. Discuss the correct answer.
5) If the answer is correct, the player then selects a right/left card. If the player needs to turn right and receives a right card, the student may move in that direction to the next stop line. If the player receives a left card but needs to turn right, the player may not move.
6) Continue to the next player.
7) Continue until the end of allotted time or someone reaches the end of the board.
8) The person who reaches the end of the Velcro road first is the winner or when time is up, the person who is farthest on the Velcro road is the winner.
Suggested true/false questions can be found at QUESTIONS for 50/50 O&M or you can make your own questions.
Note: While playing this game, students may invent true/false O&M questions.
RED LIGHT – GREEN LIGHT
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
Object of the game:
Successfully walk or run forward reaching the caller first.
Number of players:
Three or more.
Materials needed:
Push toys that make sounds, sleep-shades.
How to play the game:
Player One becomes the caller. The caller stands in front of all the other players who are lined up facing the caller. Each of the other players has a push toy in front of them. The distance between the caller and the other players needs to be more than thirty feet.
a) The caller yells out “Green light”
b) Other players move forward with their push toys on the ground making noise to try to get as close to the caller as possible.
c) The caller turns around and yells out “Red light” whenever he/she pleases.
d) Other players must STOP and be as still and quiet as possible.
e) The caller then listens and if he/she hears anything, he/she identifies the person/sound and that person much return back to where they stood at the beginning of the game.
f) Repeat as often as necessary until one of the other players reaches the caller.
Variations of the game: None
How to determine the winner of Red Light - Green Light:
The player who reaches the caller first wins the game and becomes the caller.
Play Hide and Seek as typically played.
Squeeze Snoozy's hand and hide it. Once hidden, the plush toy gives audible clues to its location. Once found, it praises the finder and asks them to play again!
Variations of the game:
Use beeping Easter eggs (www.maxiaids.com), Hide ‘Em & Find ‘Em eggs,
Often times, signs are discussed but never touched.
American Printing House Sound Balls
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
How to play:
1) Participants are divided into two groups.
2) One group, or individual, stands on one side of the room or large outdoor area and the other group, or individual, stands on the other side of the room or large outdoor area.
3) Everyone is quiet.
4) One person rolls the ball from one side to the other making sure the ball is turned on.
5) The other side listens for the ball and travels using their long, white cane in the direction of the ball to catch it or pick it up if it stops rolling. This individual must first touch the ball with their cane before picking it up and rolling it back.
6) Repeat.
American Printing House IXL REVOLUTION TM SPORT BALL
The 5" diameter ball contains an oversized ball bearing that continues to make noise for approximately 20 seconds after the Sport Ball stops rolling, making it an ideal sound source for practicing sound localization skills. This ball is best in smaller spaces. Available through American Printing House for the Blind.
How to play the game:
1) Everyone is quiet.
2) The ball is tossed or rolled.
3) The student listens to where it stops then locates the ball.
4) Repeat.
Knowing left and right is vitally important for developing O&M skills.
American Printing House RIB-IT-BALLS
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
With the small Rib-it-Ball, the child stands at one end of a long hallway or gym. Walk the length of the hallway kicking the ball with only the right foot. Repeat with kicking the ball with only the left foot and then alternate kicking the ball with the right and left foot.
Kick the ball back and forth; sometimes using the left foot and sometimes using the right foot.
Available through American Printing House for the Blind.
Adapted by Merry-Noel Chamberlain, MA, NOMCT, TVI
To help swing the cane as wide as the shoulders, place a runner or strip of cardboard on a hard surface. Tap the cane from the left to the right and listen to the metal tip as it hits the hard surface. If the metal sound is soft, then the cane is not swinging out far enough.
To help swing the cane wide, stand in the doorway and arc the cane to the right and left making sure to tap the inside of the door frame.
MAKE UP A RHYME OR SING A SONG
“LEFT AND RIGHT, LEFT AND RIGHT
SWING YOUR CANE FROM SIDE TO SIDE
LEFT AND RIGHT, LEFT AND RIGHT
SWING YOUR CANE FROM SIDE TO SIDE”
(By: Merry-Noel Chamberlain)
“LEFT. RIGHT.
LEFT. RIGHT.
LET’S GO MARCHING.
TAP JUST AS WIDE
FROM SIDE TO SIDE,
LEFT. RIGHT.
LEFT. RIGHT.”
(The Night Search,
By: Kate Chamberlin)
Use ColorTest II to explore the house, classroom, et cetera.
Available through American Printing House for the Blind.
ColorTest II is about the size of a television remote control and it can sense over 1,000 shades of color.
A LITTLE RESISTANCE OF USING THE CANE
Allow for exploration of the cane….using the cane as a tool. Perhaps locate items under the couch or bed by using the long, white cane. Or simply use the cane to remove snow from the bushes!
Walk barefoot on packing bubbles, packing peanuts, grass, carpet squares, et cetera.
Sleep-shades offer students the opportunity to focus on their other senses.
Decorate a pair with tactual stickers or puff paint or purchase some with fun sayings such as “Do not disturb” or “I’d rather be shopping.”
If at all possible, ask an individual who is blind to teach your child how to tie shoes. Finding a role model is the best!
She wanted an apple pie.
She had to get it independently.
She did!
PLACE HIGH EXPECTATIONS, AND THEY WILL REACH THEM.
OWIN M. CHAIR: To encourage cane use
Designed by Merry-Noel Chamberlain, MA, NOMCT, TVI
1) Get a chair and place the following poem (in print and Braille) on the chair:
“This chair belongs to Owin M.
He left it here for a friend.
So please don’t take this chair away,
for he’ll come back another day
and move it to a brand new spot.
(He likes to do that quite a lot!)
But your long, white cane can show you how
to find the chair that’s here right now.”
2) From time to time move the chair to various places. Everyone enjoys discovering the chair in various locations and it promotes developing good O&M skills, too.
It is very important to always have the cane between the body and the direction the body is traveling. Walking backwards can be tricky but with practice, one is able to be very skilled at it. Once a person realizes they can walk backwards – trusting their cane – they will often begin to be a more confident traveler when walking forward. The steps for walking backwards is as follows:
a) Hold the handle of the cane with your dominate hand as if the cane is a walking stick.
b) Place the tip of the cane behind you.
c) Keep your arm down the side of your body.
d) Arc the cane as wide as your shoulders.
e) Alternate the tip of the cane with the foot stepping backwards – if the tip of the cane is on your left side then your right foot is stepping backwards. If the tip of the cane is on your right side then your left foot is stepping backwards. Thus, the cane is clearing the way of the step traveled.
Activities for walking backwards: Play Red Light Green Light or Mother May I?
Parents who get involved by learning hands-on how to use the long white cane may become role models for their young child. Parents can use a ‘teaching cane’ for this purpose. (A teaching cane is a cane that is fitted for the adult. It needs to be as tall as one’s nose.) With the teaching cane, the parent can use the cane to demonstrate the proper way to tap and hold the cane for travel. Often times, children want to be like their parents and if their parents are not using a long white cane than why should they? (For assistance in learning the proper techniques for cane travel, find an NOMC near you by going to http://www.nbpcb.org/pages/nomc_lookup.php, contact the National Federation of the Blind at http://www.nfb.org/nfb/default.asp and/or attend the Cane Walk held at NFB conventions.)
For parents of older children who are cane users: The child becomes the teacher. Parents who show an interest in how to use the long white cane by learning from their child, shows their child that the cane is an important and valuable tool just like a hammer is to a carpenter or a spoon is to a cook. The child actually becomes a better traveler because he/she reviews and enhances his/her own skills each time a lesson is provided.