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Wehrfritz Quisensi - User Manual

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Sinneswelt
Quisensi
Quisensi
Quisensi
Quisensi
130910
Art.-Nr.
Quisensi
G-130910-quisensi-spielanleitung.indd 2 12.05.17 16:47
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Overview

This document describes the "Quisensi" game collection, Art.-Nr. 130910, from Wehrfritz, designed to stimulate sensory perception in educational, remedial, and therapeutic settings. The game collection focuses on developing tactile, visual, aural, olfactory, and gustatory sensations through playful experiences.

Function Description:

The Quisensi game collection is a versatile tool for educators, remedial teachers, and therapists to foster sensory development. It offers a wide range of activities that engage different perception fields, allowing for a holistic approach to sensory stimulation. The activities are designed to be adaptable to the age and developmental stage of players (including children and adolescents with special needs), the number of participants, specific developmental goals, learning content, teaching methods, and game duration. The material can be supplemented with everyday objects, and the instructions provide tips for such additions. Tasks range from easy to difficult, allowing for gradual increases in challenge and making learning progress visible. Individual perception fields can be emphasized, or multiple fields can be combined.

Important Technical Specifications & Components:

The game collection includes a variety of materials categorized for different sensory activities:

  • Activity Cards (A): 99 cards in total, featuring symbols for different perception fields (hand for tactile, eye for visual, ear for aural, mouth for gustatory, nose for olfactory) and depicting various tasks.
  • Shapes (B): 18 wooden shapes, forming 9 pairs of different forms.
  • Tins (C): 12 tins, used for activities involving weight, sound, and temperature differentiation.
  • Groping Cylinders (D): 10 cylinders, forming 5 pairs with different materials (material covering may vary). These are used for tactile identification of structure and material.
  • Package of Glass Marbles (E): 1 package of glass marbles, used as fillers for tins and groping pouches, and as rewards.
  • Wooden Slices (Chips) (F): 10 wooden slices, used as rewards.
  • Groping Cloth (G): 1 groping cloth, used to blindfold players for tactile and olfactory/gustatory activities.
  • Large Groping Pouches (H): 2 large groping pouches, used to conceal objects for tactile identification.
  • Medium Groping Pouches (J): 5 medium groping pouches, used for tactile activities.
  • Small Groping Pouches (K): 10 small groping pouches, used for tactile activities, particularly for sensing amounts.
  • Colour Sticks (L): 10 each of red, yellow, green, and blue colour sticks, used for visual perception tasks involving colours and shapes.
  • Pawn (M): 1 pawn, used to mark progress on the activity cards.
  • Dice (N): 1 dice (1-6) and 1 dice (1-3), used for determining moves or amounts.
  • Sandglass (P): 1 sandglass (1 minute), used for timed activities.

Usage Features:

The game offers flexible play options:

  • Preparation: Materials are selected and prepared based on the chosen activity cards. The instructions provide maximum options, but fewer items can be used. For example, for "Tactile identification of structure and material," 6 pairs of groping cylinders are suggested, but only 2 or 3 pairs can be used. Materials can also be prepared for multiple activities simultaneously (e.g., cans filled with marbles for weight, amount, and sound differentiation). The game supervisor (therapist/educator) selects the cards before play, which can be laid out as a pack, in a row, or in a circle.
  • Game Flow: Cards are laid out with the perception field symbols (hand, eye, ear, mouth, nose) facing up.
  • Playing without a Pawn/Dice: The card remains face up after an action, and the next player turns over another activity card. One or two dice can be used, or a card can be drawn from the top of the pack and turned over.
  • Playing with a Pawn: The pawn is placed on any card at the start and moved clockwise according to the dice roll. Without dice, the pawn can be moved from card to card to mark the sequence of activities.
  • Increasing Difficulty/Reducing Duration: The sandglass can be used for timed play. Alternatively, players (except the one performing the action) can keep rolling dice until a six is rolled, at which point the current player must stop.
  • Rewards: Upon successful completion of a task, the player keeps the activity card, which is replaced by a new one. If an action is repeated, the player receives a chip. Glass marbles or colour sticks can also be used as rewards, with an exchange rate (e.g., 3-5 marbles/sticks for one chip) if needed. Incorrectly performed actions result in the player returning the card/reward.

Specific Game Examples:

  • Tactile Perception - Who can identify the material?

    • Game 1: Cylinders are divided, with one from each pair in a large groping pouch and its counterpart on the table. The player feels for the matching cylinder in the pouch.
    • Game 2: Six cylinder pairs are split between two groping pouches. Players identify matching cylinders by feeling, either sequentially or simultaneously with both hands.
    • Game 3: The supervisor names a material characteristic (e.g., soft, rough). The player finds the corresponding cylinder in the pouch. Associative comparisons (e.g., naming soft objects) can also be made.
    • Game 4: Five cylinders are on the table, with their counterparts plus a sixth extra cylinder in a pouch. The player identifies the cylinder in the pouch that has no match on the table.
  • Tactile Perception - Who can sense the right shape?

    • Game 1: Shape pairs are divided, one in a large groping pouch, the other on the table. The player selects a shape, names it, and finds its counterpart in the pouch.
    • Game 2: Shape pairs are divided between two large groping pouches, each containing the same shapes. Players identify and remove matching shapes by feeling.
    • Game 3: Shape pairs are placed in small groping pouches, one per pouch. Players identify matching shapes through the fabric.
    • Game 4: Similar to Game 1, but the supervisor removes one shape from the pouch, and the player identifies the missing shape by feeling.
  • Tactile Perception - Who can distinguish shape and material?

    • Preparation: Game cards are mixed and laid out. One set of groping cylinders and one set of shapes are placed in a large groping pouch. The player turns over a card, and the supervisor places a cylinder or shape on the table. The player then finds the matching item in the pouch.
  • Tactile Perception - Who can identify the same temperature?

    • Game 1: Two tins each are filled with water of the same temperature and mixed on the table. Players find the two tins with identical temperatures.
    • Game 2: Five tins are filled with water of different temperatures and sorted from cold to warm.
  • Tactile Perception - Who can distinguish weights?

    • Game 1: Glass marbles are distributed into tins to create 6 pairs of equal weight. Six tins are sorted by weight (light to heavy), and the other six are mixed. Players find tins of the same weight.
    • Game 2: Six tins are filled with different amounts and sorted by weight, starting with the heaviest.
    • Game 3: Players find two tins whose combined weight (number of marbles) matches a third tin.
  • Tactile Perception - Who can feel the matching amount?

    • Game 1: Small groping pouches are filled in pairs with the same amount of marbles and mixed. Players find pouches with identical amounts by feeling.
    • Game 2: Five pouches are filled with different amounts and sorted from smallest to largest. Players select a pouch, feel the amount, and fill a second pouch to match.
    • Game 3: Each player receives a "treasure bag." Dice are rolled to determine the number of marbles each player receives. After several rounds, players feel the amounts in their bags.
  • Visual Perception - Who can identify, name, and remember the shapes?

    • Game 1: Nine different shapes are on the table. Players select and build shapes according to the activity card.
    • Game 2: Nine shapes are in a large groping pouch. Players identify and pull out shapes by feeling, then build them as depicted.
    • Game 3: Nine shapes are in a large groping pouch. Players memorize shapes on a card, turn it over, then identify and build them from memory by feeling in the pouch.
  • Visual Perception - Who can identify the side view of the shape?

    • Game 1: Players find shapes corresponding to 2D depictions on activity cards. Shapes can overlap or be shown as outlines/shadows.
    • Variant "Outlines": Shapes are used as templates to draw outlines on paper for comparison.
    • Game 2: Shapes are in a large groping pouch. Players pull out shapes corresponding to the card's depiction.
    • Game 3: Players memorize shapes on the card, then find them from memory in the groping pouch.
  • Visual Perception - Who is building the house according to the drawing?

    • Game 1: All shape pairs are on the table. Players select and build shapes according to the activity card. Cards with different side, front, and top views increase difficulty.
    • Game 2: The player memorizes the structure on the card, turns it over, and tries to build it from memory.
    • Game 3: All shapes are in a large groping pouch. Players identify, pull out, and build shapes by feeling according to the card.
    • Game 4: Players memorize shapes on the card, turn it over, then identify and build them from memory by feeling in the pouch.
    • Game 5: One player is blindfolded. Another player describes the building on the activity card block by block, and the blindfolded player tries to build it.
  • Visual Perception - Who can identify the colours?

    • Game 1: Colour sticks are on the table. Players select and arrange them according to the activity card.
    • Game 2: The player memorizes the position and colour of sticks on the card and arranges them from memory.
    • Game 3: Colour sticks are in a pouch. The player has three tries per stick to arrange them according to the card, quickly (using the sandglass).
  • Visual Perception - Who can identify and memorize the shapes (with colour sticks)?

    • Game 1: Colour sticks are on the table. Players select and arrange them according to the card.
    • Game 2: The player looks at the position and colour of sticks on the card, turns it over, and tries to arrange them from memory.
  • Visual Perception - Who can grasp the amount at one glance?

    • Material: Dice card (blue edge), can caps, possibly groping pouch, dice (1-6 and/or 1-3), glass marbles.
    • Game: Marbles (1-6, or 1-10 for higher difficulty) are laid out (e.g., in can caps). The player who rolled the dice selects the corresponding amount of marbles without counting.
  • Aural Perception - Who can distinguish the loudness and/or the sound?

    • Game 1: Cans are filled with different materials. Players identify the loudest can by shaking, then sort the others by loudness.
    • Game 2: Cans are filled with different materials, visible to players. After filling, each can is shaken. Players remember the material by its sound.
    • Game 3: Cans are filled in pairs with identical amounts of marbles or other materials. Players identify and allocate pairs by their sound.
  • Olfactory and Gustatory Perception - Who can smell...? Who can taste...?

    • Material: Fresh foodstuffs, plates, dishcloth, groping cloth.
    • Game 1: Foodstuffs are arranged on plates according to cards. Plates are covered. If a player draws a "Nose" card, they identify food by smell. If a "Mouth" card, by taste. After identifying, the player is blindfolded and identifies the food on the plate by smell/taste.
    • Game 2: More cards than foodstuffs can be in play. Players determine if the foodstuff on the card is also on the plate.

Maintenance Features:

The document does not explicitly detail maintenance features for the device. However, as a game collection with various components, general care would involve:

  • Keeping all small parts together to prevent loss.
  • Storing wooden components in a dry environment to prevent warping or damage.
  • Cleaning components as needed, likely with a damp cloth for non-absorbent materials.
  • Ensuring foodstuffs used for olfactory/gustatory games are fresh and disposed of properly after use.
  • Replacing consumables like glass marbles or colour sticks if they become insufficient.

The Quisensi collection is a comprehensive and adaptable resource for sensory education and therapy, promoting engagement and observable learning outcomes across multiple perception fields.

Wehrfritz Quisensi Specifications

General IconGeneral
BrandWehrfritz
ModelQuisensi
CategoryPlay Sets & Playground Equipment
LanguageEnglish