
Provoking Thoughts. Each of these 18 booklets in the areas of
math, the self, social relations, music, spatial visualization, bodily
movement, and language contain exercises that encourage students to think
creatively and independently. Provoking Thoughts.
Critical Thinking Activities. Grades K-3, Grades 4-6, Grades
7-12. These three books help students develop skills in critical thinking - the
ability to recognize patterns, the ability to use visual imagery, and the
ability to reason logically. Although the emphasis is on mathematics, these are
skills that help students solve problems in almost any discipline. Dandy
Lion.
Brain Teasers! Over 180 Quick Activities and Worksheets That Make Kids
Think. Grades K-6. These 5-to-15 minutes reproducible activities are
organized into four sections - thinking and reasoning activities, math
activities, language and writing activities, and listening and remembering
activities. Each activity and worksheet includes complete, easy-to-follow
directions and answer keys. An activities/skills index lists every activity by
subject matter, skill area, grade level, and group size. Free Spirit.
Write from the Edge: A Creative Borders Book. Grades K-6. Each of
50 border pages encourages young writers to express themselves, communicate
with others, think divergently, stretch their imaginations, and sharpen their
writing skills. All 50 border pages are reproducible. Free Spirit.
Esteem Builders: a K-8 Self-Esteem Curriculum for Improving Student
Achievement, Behavior, and School Climate. Grades K-8. Based on the five
building blocks of self-esteem - security, selfhood, affiliation, mission, and
competence, this comprehensive curriculum includes more than 250 activities
cross-correlated to all subject areas and grade levels. Hundreds of
reproducible, ready-to-use worksheets are provided. Free Spirit.
Logic Safari. Book 1 - grades 2-3. Book 2 - grades 3-4. Book 3 -
grades 5-6. These deductive logic puzzles include an introduction, clues, grid,
and illustration. The quest is to hunt down the clues and combine them into the
correct solution. Dandy Lion.
Connections Introductory. Grades 2-4. Beginning.
Grades 3-4. Intermediate. Grades 5-6. Advanced.
Grades 5-8. These puzzles sharpen deductive reasoning skills and strengthen the
ability to sort through information and make connections. Puzzles are
reproducible. Dandy Lion.
Ideas to Go Thinking Challenges. Grades 2-5. These are
ready-to-use activities. Visual clues make them suitable for early grades and
students with limited English. Dandy Lion.
Visual Thinking Cards. Set A - grades 2-5. Set B - grades 4-8.
These ready-to-use cards strengthen the ability to visualize objects,
situations, and alternative ways of solving problems. The set gives students
practice in geometric shapes, size, position, similarities and differences,
whole and part, and patterns. Dandy Lion.
Creative Problem Solving for Kids. Grades 2-8. This book teaches a
problem solving method. Students work together to solve appropriate and unique
solutions to real-world problems. Includes 30 reproducible classroom
activities. Prufrock Press.
Clip Clue Puzzles. Grades 3 and up. This book contains puzzles
that necessitate arranging colored paper clips in a sequence to satisfy given
clues. Students must identify superfluous clues, recognize contradictory clues,
and write their own clues if a puzzle has two solutions. Dale Seymour.
Stories with Holes. Grades 3-12. "John and Mary are on the floor.
There are pieces of broken glass and a puddle of liquid, also on the floor.
Mary is dead." Students are asked to fill in the missing pieces and explain
what is happening in this story with holes. Students will have to work to think
inductively and organize their inquiries to solve these exciting mysteries.
Want a hint to the story above? There is something fishy about the death of
Mary! Prufrock Press.
Logic Countdown. Grades 3-4. Logic Liftoff. Grades
4-6. Orbiting with Logic. Grades 5-7. These books present
sequential exercises in logical reasoning that include relationships,
analogies, syllogisms, sequences, deductive reasoning, inference, truth values,
and logical notation. Upper-level books build on concepts presented in previous
books. Dandy Lion.
What Are My Chances?. Separately for grades 4-6 and grades 7-9.
More than 70 hands-on activities require students to think about a situation or
experiment, predict possible results, and compare results. Reproducible.
Dale Seymour
Passport to Learn. Grades 4-8. Projects to challenge hi-potential learners. The 50 challenging projects are self-directed and self-paced in five content areas: language arts, leadership skills, social studies, science, and math.
Prufrock Press
Building Self-Esteem Through the Museum of I: 25 Original Projects that
Explore and Celebrate the Self. Grades 4-8. Twenty-five original
projects - a personal slide show, cartoon journal, commemorative stamp, Meopoly
Game, and more - invite students to explore, interpret, reveal, and celebrate
themselves. Includes 26 reproducible hand-out masters. Free Spirit.
A Case of Red Herrings. Grades 4-9. Each story gives students
just enough information to start asking questions that can be answered "yes" or
"no." They will be lead to deduce the untold part of the story and to find the
solution to the mystery. Dandy Lion.
Architecture Is Elementary. Grades 4-12. This is a
self-instruction book for the serious student who is interested in the
principles of architectural design. More than 50 lessons on 7 levels allow
students to explore a variety of math and science principles. Zephyr.
Creative Problem Solving for Teens. Grades 4-12. These activities
introduce teens to creative problem solving. The book presents 31 reproducible
classroom activities. Prufrock Press.
Thought Provokers and More Thought Provokers. Grades
4-12. Each "Thought Provoker" is presented with an illustration on a single
page. Try this: "There are eight silver coins and one counterfeit coin that
looks like a silver coin but actually weighs slightly less than the others. By
using a balance scale to compare coins (or groups of coins), how can you
determine the counterfeit coin in just two weighs?" Prufrock Press.
Think-ercises. Grades 4-12. These puzzles require students to use
both critical reasoning skills and creative thinking skills. Finding solutions
requires a variety of thinking skills: visualization, mental and written
computation, sequencing, and deductive reasoning. Each page has two to three
problems. Prufrock Press.
Quicksolve Whodunit Puzzles, Mind Stretching Puzzles,
Baffling Cryptograms, Merlin Book of Logic Puzzles,
The World's Most Challenging Puzzles, Classic
Brainteasers, Lateral Thinking Puzzlers, Great
Lateral Thinking Puzzles, Brain Stretchers, Improve
your Lateral Thinking, The Great Book of Mind Teasers and Mind
Puzzles, A Case of Red Herrings, Mind Benders,
and Classroom Quickies. Grades 3, 4, or 5 through 12. These
brainteasers and puzzles force students to think laterally and creatively in
order to explain the set of circumstances surrounding strange and seemingly
inexplicable situations. "A man going about his business brushed against a
rock. Within minutes he was dead. Can you explain why?" (Hint for the laterally
challenged: the man was uninjured, but the rock damaged his suit.) Prufrock
Press, Critical Thinking.
Brain Games!. Grades 6-12. 170 exercises cover a wide range of topics: listening and remembering, across the curricula, language and writing, logic and reasoning, math, the world around you, and you and me. Reproducible. Free Spirit.
Logic, Anyone?. Grades 6-12. Six kinds of logic problems.
Step-by-step activities with analogies, matrices, tables, circles, syllogisms,
and Venn diagrams. Reinforcement pages in order of increasing difficulty.
Includes 165 brain-stretching problems on blackline masters. Reproducible.
Dale Seymour.
Aha! Insight. Grades 7-12. These puzzles help students learn to
view things from new perspectives and solve problems in unexpected ways.
Includes combinatorial, logical, geometrical, numerical, procedural, and verbal
puzzles. Dale Seymour.
Aha! Gotcha. Grades 7-12. Paradoxes draw students into logical
and mathematical thinking while they learn the "trick." Visual, numerical, and
verbal paradoxes are introduced through logic, number theory, geometry,
probability, statistics, and time. Dale Seymour.
Software
Thinkin' Things Collection 1. Grades K-4. Thinkin' Things
Collection 2. Grades 1-6. and Thinkin' Things Collection 3,
Grades 3-8. These interactive software programs start with visual and auditory
memory and advance through visual and musical creativity to logical reasoning,
analyzing and synthesizing information, exploring elementary computer
programming concepts, and building key problem-solving and critical thinking
skills. Harcourt Brace.
Probability Toolkit. Grades K-8. This software package develops
fundamental mathematical skills through experimentation in probability.
Simulation activities include tossing chips, rolling dice, and guessing a card
from a set of five. Includes blackline masters. Available for Macintosh.
Dale SeymourPrinted materials
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