CHAPTER 5
Make it fun

In August of 2014, I had the wonderful opportunity to work with Dr Deborah Green and Dr Deborah Price (who wrote the foreword for this book) of the University of South Australia. Deborah Price is currently Research Degree Coordinator and Senior Lecturer in Inclusive Education and Wellbeing (as well as wearing many other hats). She's led a number of significant projects and, since 2017, has been president of the Australian Curriculum Studies Association (ACSA).

We conducted a small research project with a group of students at Immanuel Primary School, where I was teaching at the time, in Adelaide. The project involved year 1–6 students. For six weeks they were required to participate in some daily and weekly activities at home. The daily activities included writing down three things they were grateful for and spending two minutes writing about the best part of their day. The weekly activities included doing a planned act of kindness and something around home in the way of service (in addition to the usual chores and not receiving any extra pocket money).

At the end of the six weeks each student completed a survey and was interviewed. One of the questions the students responded to was, ‘Were there any activities you didn't like?’

What was very interesting and turned out to be extremely profound was that 100 per cent of the students reported they didn't like writing three things they were grateful for each day. One student reported, ‘I just found it a bit hard to come up with new suggestions for three things I am grateful for every day’. Another reflected by saying; ‘It was a bit much to write three things I was grateful for each day’.

Surprised to hear this? I was.

This was an extremely significant discovery because at the time (and still now) this kind of journaling was ‘the in thing’. Research was telling us that a great way to practise being happier is to practise gratitude by writing down three things we are grateful for each day.

Now, don't get me wrong. I still think journaling is a great way to start practising gratitude, but on an ongoing basis, it can be repetitive and become a chore — especially for young minds.

It didn't necessarily mean the students weren't grateful; it simply meant this way of practising gratitude perhaps wasn't the best method for this kind of group. It seemed quite the chore and boring for these youngsters and, therefore, wasn't having the desired impact.

Our learnings led us to this conclusion:

To keep our kids engaged with gratitude and wellbeing, we need to make it fun!

Variety is the spice of life

I put my PE teacher hat on and pondered: In PE lessons, what are the students doing when they are most engaged and having the most fun? And straight away playing games came to mind.

A mix of games, ongoing projects, lessons and activities is a perfect formula for teaching gratitude and other positive skills to students. In his book All Work No Play, my great mate and colleague Dale Sidebottom explains the benefit of playing games and keeping learning fun as a fantastic way to engage students. Dale writes:

When play is used to teach, the environment often becomes positive and enthusiastic almost instantly — it's magical. So, I always encourage teachers to teach through play if appropriate and possible, and kids to learn through play, particularly if they find sitting still while listening and reading difficult.

Research from Plass and colleagues also shows that using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks.

Have a think about for how long and how often you fill out your own gratitude journal. It's easy to fall off the horse, so to speak, when it comes to the practice. Like the students, you may feel it becomes a chore, despite being a good way to start your practice.

In the research project with Dr Deborah Price and Dr Deborah Green, we discovered that variety was really important in keeping students engaged and actively learning.

There's little doubt repetition is a good thing when it comes to learning and maintaining new skills, but we had to address the fact that 100 per cent of the students found writing three things they were grateful for each day for six weeks ‘boring’. So, the takeaway was, We need to provide opportunities for students to practise — in this case gratitude — on a consistent basis, but in a variety of ways to keep it fun, fresh and engaging.

Fresh long-term perspectives

It's important to remember that the practice of wellbeing is a marathon, not a sprint, so we need to carefully think about how we practise wellbeing for the long term, so that it's fun, engaging and includes variety. The issue is that we have a focus for a while on a topic — for example, gratitude — we pick up an activity or two for a while, but then we abandon it. It's so important to always look at ways to improve and keep things interesting.

American Philosopher John Dewey put it this way: ‘You cannot teach today the same way you did yesterday to prepare students for tomorrow’. Words to live by!

So, I want to propose some ideas that could be new for you. In fact, they may open your eyes to brand new ways to teach wellbeing to students in the classroom, as well as initiatives across your whole school. We will also explore how the school and home can work synergistically to enhance wellbeing.

You will be able to implement some of the ideas I'm about to share with you immediately. However, there are others that you'll need to come back to when the time is right.

In chapter 3 I spoke of the importance of routines and ways we can build wellbeing practice into our day, week, term and so on. And it's in these routines that we want to experiment with a variety of activities.

So let's look at some games you can try, and ways you can reward your students for sticking with them.

The game of life

Games are the perfect way to make wellbeing fun and engaging in the classroom. The examples I'm going to share are a mix of gratitude, empathy, positive reflection and self-awareness games (remember, variety is the key). Some are short and some longer. And what's even better, you can download game templates and full instructions for free from the Resource Pack.

‘Gratitude Showdown’

The game ‘Gratitude Showdown’ is an alternative to a simple gratitude reflection.

Here's how it goes:

  • At any stage during the school day, call out ‘Gratitude Showdown’. Students should organise themselves into pairs or small groups.
  • Ask students a specific question, such as ‘What do we have in our classroom that you are grateful for?’
  • Then say, ‘Go!’ Students go back and forth for 1 minute reflecting on what they're grateful for.
  • One student might say, ‘I am grateful for the aircon in the room’; another might say, ‘I am grateful for the smartboard we learn from’. Students take it in turns to come up with as many answers as possible.
  • You could create a challenge to see who comes up with the most answers over a certain number of minutes.

Of course, you'll need to make sure everyone is clear on how you play the game before you begin. This could be done prior to the first time you play, so that as soon as you say ‘Gratitude Showdown’ students will know what to do.

‘Gratitude Yahtzee’

‘Gratitude Yahtzee’ is played in a similar way to traditional Yahtzee, but this version includes gratitude, positive reflection and kindness repetitions, as well as physical activity challenges.

It can be played as a fun competitive game or as a fun individual activity (keep in mind, the larger the group, the longer the game will be).

Each player will need:

  • a player sheet (you'll find a template in the Resource Pack; see figure 5.1)
  • a pencil or pen
  • five dice (between the pair/group, or five dice each if playing individually)
  • a dice cup (to roll the dice from)
  • a clipboard (for something to lean on, if playing on a soft surface such as carpet).

How to play:

Players roll one dice each and the player with the highest number goes first.

  1. First roll: Roll all five dice. For example, if you roll Yahtzee (all numbers the same), mark your player sheet right away. Otherwise, continue with your second roll.
  2. Second roll: Set aside any keepers and re-roll the rest. Don't like any of them? Re-roll them all. If you get the exact combo you need, mark your player sheet. Otherwise, continue with your third roll.
  3. Third and final roll: If you still haven't created a combo, or just want to maximise your score, roll some or all of your dice (as above) — even any keepers you might have set aside. You must enter a score at the end of this roll, whether or not you like your dice. If your roll doesn't suit any of your empty boxes, you have to enter a zero somewhere. But remember: scoring even a single dice value is better than a zero.
    Snapshot shows Gratitude Yahtzee player sheet
    Snapshot shows Gratitude Yahtzee player sheet

    Figure 5.1: Gratitude Yahtzee player sheet (cont’d on page 82)

  4. Activity: Once a player enters their score for the round, they must immediately complete an activity. Alongside where players enter each score on the player sheet you will find an instruction. Some activities will require a written response (e.g. gratitude activities) and some will be a physical activity (e.g. do five push-ups). The activity must be completed before the next player has their turn.

Players add up their player sheets once they have completed each box. Add up section 1 and section 2 separately and then add up the total score.

‘Gratitude Skittles’

‘Gratitude Skittles’ (the confectionary type) is a fun and engaging way to practise gratitude in the classroom, in a staff meeting or at home.

You will need:

  • a fun-size pack of Skittles per player (a set of coloured counters for each player will also work — the colours need to match the five coloured dots on the Gratitude Skittles game sheet: see figure 5.2, overleaf)
  • one Gratitude Skittles game sheet per player (you'll find a template in the Resource Pack)
  • a pen or pencil for each player.

How to play:

  • Print off a Gratitude Skittles game sheet for each player.
  • Hand out the fun-size packs of Skittles (or counters) to the players and have them open their packet. Instruct them to leave the skittles in the packet.
  • Like a lucky dip, players take one skittle at a time from the pack. For example, if a player picks an orange skittle, they write the answer to the question next to the orange dot on the game sheet.
    Snapshot shows Gratitude Skittles

    Figure 5.2: ‘Gratitude Skittles’

  • Repeat the process until all players have answered all five questions.
  • If a player picks a colour skittle that they have already answered the question for, they can eat the skittle and then pick again.
  • Once the game is finished, have students share their responses. You could do this by going around the room, asking people to share, or sharing in small groups.

Variations

  • Have players create questions, or create your own questions, that match with each skittle colour.
  • Play as a group, with groups of students sitting in circles. Print out and place a Gratitude Skittles game sheet in the middle of the group. Instead of writing answers down, players call their response to each question out loud to their group.

Conclude the game by highlighting that gratitude can be practised in many ways, and that it can be fun to practise gratitude. Then ask students, ‘What happens the more we practise?’

Go on to explain, ‘The more you practise gratitude, the better you will get at it. And you may just start to see things from a more positive point of view, especially if you are having a bad day. But it does take practice’.

It's important to be consistent with gratitude and other positive habit-forming practices such as kindness, empathy, positive reflection and serving others. And, as educators and family members, it's important we provide the opportunity for people to practise.

‘Gratitude Cards’

Playing cards is a fantastic way to engage kids in games and learning simultaneously. Cards can be played as a fun competitive game or as an individual activity. Best of all, it's yet another way you can practise gratitude in a game situation.

You will need:

  • a pack of playing cards per group/pair/student
  • ‘Gratitude Cards’ game sheets — one per player (you'll find a template in the Resource Pack; see figure 5.3).
  • a pencil or pen for each player
  • a clipboard (for something to lean on, if playing on a soft surface such as carpet).

How to play:

‘Gratitude Cards’ can be played in small groups, in pairs or individually (keep in mind, the larger the group, the longer the game will be). I recommend groups of three to five.

To see who goes first, each player picks a card randomly from the pack. The player with the highest card goes first (place those cards back into the pack).

  1. Each player has a game sheet and pen/pencil in front of them, ready to play. Groups of students sit in circles.
  2. The cards are placed face down, mixed up, in the middle of the group.
  3. Player 1 randomly picks a card from the mixed-up pile and flips the card. For example, if the card is a 4 of any suit, the player looks at the game sheet, reads the instruction beside the number 4 and completes the activity. Note: it doesn't matter what suit is picked up; it's the number that counts.
    Snapshot shows Gratitude Cards game sheet

    Figure 5.3: ‘Gratitude Cards’ game sheet

  4. Once player 1 has completed their short activity, it's player 2's turn to pick up a card and do their activity (move clockwise around the group), then player 3's turn, and so on.
  5. If a player picks up a card and they've already completed that activity, the card goes straight to the used pile and it's the next player's turn.
  6. The game continues until a player has filled up their game sheet.

‘Rapid Fire’

The purpose of this game is to practise self-awareness via a fun and fast-paced game. With very little time to think, players are challenged to respond to statements/questions.

This is a fantastic way to get in touch with your thoughts and feelings, as well as to get to know other people.

The game is best played in pairs (you can have players switch partners during the game).

How to play:

  • Open the ‘Rapid Fire — Self-Awareness Game’ PowerPoint (you can download this for free from the Resource Pack) and display it on a screen so all players can see. See figure 5.4.
  • PowerPoint slides 2 to 17 each feature a statement or a question participants need to respond to, as well as a 30-second countdown clock (press ‘enter’ or ‘next’ on your clicker to start the 30-second countdown timer).
  • As soon as the countdown timer begins, player 1 has 15 seconds to respond to the statement or question. Once 15 seconds is up, player 2 responds to the same statement/question (note: the timer will continue for 30 seconds without stopping).
  • Once the first slide is complete, immediately click through to the next slide and repeat. The 30-second countdown timer will automatically start again when you press ‘enter’ or ‘next’ on your clicker.
Snapshot shows Rapid Fire

Figure 5.4: ‘Rapid Fire’

‘Flipper’

The purpose of ‘Flipper’ is for players to work together to achieve a goal, demonstrate self-control/emotional regulation skills in a frustrating situation and understand they can work through challenging situations to achieve goals. The game is super fun and engaging.

You will need:

  • masking tape (or markers)
  • A5 cards labelled 1–20 (one set for each group).

Goal:

  • In teams of 3–4, players work together to flip over the cards labelled 1–20 in the correct order as quickly as possible.

How to play:

  1. On one side of each card write a number: 1–20. Write only one number on each card and don't repeat any numbers.
  2. Place the cards numbered-side down randomly on the floor.
  3. Mark a line with the masking tape. This is ‘home’. Students stand behind the line next to each other (see figures 5.5 and 5.6).
  4. One player at a time takes turns flipping a card over. The catch? They must be flipped over in order from 1–20 as fast as possible.
    • Example 1. Player 1 flips over the number 8. All students are allowed to see the number, but because it's not number 1, the 8 must be flipped back over, face down. The idea is players observe where the 8 was, so when it comes to finding number 8, they have an idea where it is.
    • Example 2. Player 1 flips over the number 1. Great: that's the first number in the sequence. It stays facing up. Player 1 has another turn and aims to flip number 2. If the next number is not 2, they flip the card back over and the next person has a turn.

Rules:

  1. One student at a time crosses the line to take a turn.
  2. If the number on the card they flip over is not the next one in the sequence, the card must be flipped back over in the same place to hide the number.
    Photo depicts Students playing ‘Flipper’

    Figure 5.5: Students playing ‘Flipper’

    Snapshot shows ‘Flipper’ game set-up

    Figure 5.6: ‘Flipper’ game set-up

  3. If the number on the card is in the correct order, the student flips another card. If the next card is not the next consecutive number, the student returns back to home base.
  4. Ensure each student has a turn before starting second turns.
  5. No talking. It's a silent game. No hand signals are allowed from classmates.
  6. If a rule is broken the teacher can choose to give a warning or reshuffle the cards.

This game is designed to be frustrating. Try to debrief, highlighting the fact that sometimes we take on goals/challenges that are frustrating and hard. It's important to be patient with each other and control emotions. Aim to keep the game light hearted, as sometimes anger towards others can come into play.

Adjust the rules as you see fit. You could do a time challenge, allow non-verbal communication or make it really challenging: even if the numbers are in the correct order, they stay facing down.

The game is about self-control and emotional regulation skills, often key factors in achieving goals. You could have the class set a time target goal.

After the games

In addition to debriefing after you play any of the above games, here are some question ideas you might like to discuss with students:

  • What feelings did you notice in yourself? What feelings did you notice in others? Why do you think these feelings came up?
  • What skills were needed to be successful in the game? What behaviours made it more challenging?
  • What did you learn from the mistakes made during the game?
  • What do you think the purpose of the game was?
  • How does this game relate to life?

Reward systems

The games described above are just some of the activities and games you can try to keep things interesting.

A good way to make the message stick is to reward students for practising the skills they learn through playing the games.

Educators Kate Chazin and Jennifer Ledford of Vanderbilt University describe rewards as ‘a system in which students work individually toward personal reinforcers or work together toward group reinforcers’.

Educator Lucie Renard explains the four benefits to a reward system:

  1. Appropriate behaviour: When a student is rewarded, they adhere to more appropriate behaviours.
  2. Increased motivation: Rewards motivate students to participate in more classroom activities.
  3. Joyful students: When they’re more productive, students gain joy through a greater sense of achievement.
  4. Boosted self-esteem: Rewards can give a student more confidence.

Teacher Cassie of Teach Starter suggests:

Classroom reward systems can be one small part in the mechanics of a positive learning environment. Extrinsic rewards can be used with the aim of being phased out when the rest of your positive learning machine is strong enough to work on its own.

While going about building a strong class, school and home culture, a system that rewards students who demonstrate the class, school or home values can be an effective way to start.

Some of you will already have reward systems in place, whether that be rewarding classroom values, encouraging good behaviour or as a motivator to get work done.

Young people love challenges and find a reward system fun. Often when I run an in-class session, just prior to setting the students a challenge, I'll ask, ‘Who likes a challenge?’ Generally, 90 per cent of students’ hands go straight up.

I recently asked Steven, a year-5 student from Two Wells Primary School, ‘Why do you like a reward system?’ He responded with, ‘Receiving a sticker (or similar) makes me feel proud and it's also encouraging. I find it to be a fun thing we do in the classroom and I am also motivated by it’.

You could recognise your students for demonstrating your class's, school's or home values by:

  • presenting students with a certificate
  • giving them stickers
  • letting them earn badges.

‘Badges I can earn’

Here's an example of a reward system I've developed called ‘Badges I can earn’. Students work towards being a ‘Wellbeing Warrior’. It has been designed as a fun, yet important, way to practise wellbeing skills in the classroom or at home. Students earn the badges by completing all of these 12 tasks:

  1. I told someone I appreciate them
  2. I helped someone
  3. I did something kind
  4. I did something hard
  5. I forgave someone
  6. I kept going even though it was hard
  7. I showed empathy
  8. I wrote something I am grateful for
  9. I exercised
  10. I tried something new
  11. I invited someone to join in
  12. I started a conversation with someone new.

The badges can be used in a few different ways:

  • Create a chart with all student or family names on it and print and cut out multiple badges. When a student completes a skill/activity associated with a badge, the appropriate badge gets placed next to the student's name. The aim is to achieve all 12.
  • Print and cut out multiple badges. When a student completes a skill/activity associated with a badge, the appropriate badge gets placed in a student health and wellbeing workbook (or similar). The aim is to achieve all 12.
  • Display the GWG ‘Badges I can earn’ poster in the classroom or at home (you'll find the poster in the Resource Pack; see figure 5.7, overleaf). When a student completes a skill/activity associated with a badge, the student has their name entered alongside the badge. The aim is to achieve all 12.
  • Create your own ideas.
Snapshot shows the ‘Badges I can earn’ poster

Figure 5.7: The ‘Badges I can earn’ poster

The great thing about rewards is that they are also really easy to use at home. This can be done in two ways:

  1. Create your own rewards system for the family home. Again, the ‘Badges I can earn’ challenge is a great place to start.
  2. When your child comes home with the reward (sticker, badge or certificate), start a dinner-table conversation about what they did to receive that award.

Be mindful of not overdoing the reward system. As educator Cassie touched on earlier, rewards can be awarded with the aim of being phased out. To avoid overdoing it, you could use the reward system when you are starting out building your wellbeing culture or you could use it as more of an ongoing activity that encourages students to practise wellbeing skills.

Classroom connection

Recently I was playing ‘Gratitude Yahtzee’ with a year-6 class at Edwardstown Primary School. The students were playing in small groups, we had music filling the room for added energy, there was laughter, there was physical activity involved and the atmosphere in the classroom was full of happy students having fun. It was very satisfying to be a part of. Consider this through the lens of your students.

It's what making wellbeing fun is all about! This is what kids enjoy and love to do, and it cultivates a great connected environment for all involved.

Interestingly, at one year-9 session at Gladstone High School, teacher Luke raised a great point and highlighted exactly why we play games to practise wellbeing and to form connections. He said:

When we've asked students to share what they are grateful for in the past, some students didn't like sharing in front of others. But by playing games, the same students were engaged and were able to reflect in a safe and fun way. It also allows for them to share if they like.

A lot of the activities shared here are ideally suited for students to do by themselves. This is particularly great if you're playing the games with your kids at home. However, encouraging your students to interact with each other in pairs or small groups is an effective method for building connection and a strong classroom community, which is an important element of wellbeing.

Research from Hurst and colleagues suggests that social interaction among/between students in a face-to-face classroom has been shown to promote student learning, increase engagement and build community. Pair and group work can also make it much more fun for students.

So what are some other unique ways we can foster this connection?

The buddy system

One example is through buddy classes. Most schools I have worked with have a buddy class system, where a class in junior primary will be paired with a class in upper primary. This form of interaction lends itself to a perfect opportunity for older students to teach/guide their younger counterparts through some wellbeing practice. And games are a brilliant way to do this.

Some schools use buddy class time to practise wellbeing skills. For example, a year-6 class can be split into small groups. Each group then teaches six to eight year-2 students. The lesson focus is provided (e.g. self/social awareness) but students can be instructed to plan and deliver a 10–15-minute lesson themselves.

This is a great example of wellbeing in action in a buddy class system, but also a great way for the older students to embed their learning, because as we know, one of the best ways to learn is to teach others. Is there a way you could embed wellbeing into your buddy class system?

Interoception rooms

Interoception rooms are becoming more and more popular. These are dedicated rooms where students participate in activities designed to help them connect with their bodies and emotions. Interoception is our eighth sense. It can broadly be defined as our conscious perception of our internal body signals, which let us know how to respond to human needs or relate to our emotional experiences.

To explain how it works and why it's so effective, let's look at the story of Two Wells Primary School, which created an interoception room in 2021. The purpose of the room is to assist students to build self-awareness and self-regulation skills in a fun and engaging way through games and activities. Kurt Ferguson is the Wellbeing for Learning & Engagement Coordinator, and he explains:

Interoception is the pre-requisite for self-regulation. The activities take less than two minutes to complete and they help students to identify their body signals, recognise when their body signals change and act or respond to these body signals for their self-regulation.

Kurt goes on to explain the process:

We start by building understanding of the basic interoceptive skills such as knowing when you're hot and cold, when you need the toilet, tensed vs relaxed muscles; then about the cues for these things in our own body, such as clenched fists and feeling warm may be cues for when you're getting frustrated. Further along in these sessions it does turn to more acting on our self-awareness and regulatory ability and we turn to relationships and interpersonal interactions learning. We do also run some more basic sessions where we teach social skills such as turn-taking, sharing, by-standing behaviours, bullying behaviours, etc. The room is set up for parents to access with their child and the room also doubles up as a space for social and emotional learning.

Two Wells Primary School has now made interoception a part of classroom daily practice. The teacher will start off the day with an interoception activity that doesn't require any equipment. However, if a student is finding it hard to regulate their emotions during the day, they are free to take themselves to the interoception room, which is supervised all the time. Kurt proudly told me that since the room was created they have gone from 320 callouts (the class teacher calling the front office for assistance with behavioural issues) in the first year of the interoception room to just 140 (close to a 70 per cent reduction). This suggests the room is having a tremendous impact on teaching self-awareness and emotional regulation skills. Best of all is that interoception is relevant for everyone. In the resources section at the back of the book, I share a link that provides further detail on interoception rooms and the practice of interoception (see Lean & Leslie 2020).

The South Australian Department for Education describes the benefits of interoception rooms as follows:

  • To help children connect to and learn to understand their own bodies and emotions
  • To provide children with the tools to know when they are developing emotional reactions and the skills to be in control of those reactions
  • Classrooms where interoception is being taught have decreasing behavioural challenges and increased positive wellbeing and prosocial behaviours.

An example of an interoception activity that can be practised in this room goes like this:

  • Sitting down with your hands resting on your lap, notice how your hands feel when they are relaxed.
  • Now stretch your fingers as wide apart as possible and hold them tense like that for 30 seconds.
  • In what part of your hand could you feel the stretch?
  • We are going to repeat the activity again and when we stretch our fingers, this time we are going to focus on the webs of our fingers.
  • Repeat the activity for the second time.
  • How did the webs of your fingers feel? What did you notice?

Interoception rooms are fun and engaging, particularly for students who struggle with social and emotional learning. The room may not be for all students, but it's highly effective for students who could really use the extra social and emotional skills practice.

Go wild!

The world is your oyster when it comes to games — especially with kids. Don't be afraid to have a go and ask your class for their ideas.

Use your teacher and parent creativity to make wellbeing interaction super fun and engaging, just like wellbeing leader Meagan did at Gilles Street Primary School (see figure 5.8, overleaf).

Photo depicts Outdoor Habits of Happiness wheel at Gilles Street Primary

Figure 5.8: Outdoor Habits of Happiness wheel at Gilles Street Primary

Meagan took the Growing with Gratitude Habits of Happiness wheel and created a version for outdoor student interaction. This is a web app you can use on your classroom smartboard. The teacher or a student presses the ‘spin’ button and the wheel turns and stops on a number, 1–15. Each number represents an activity. Each class got to choose an activity, which was then added to the wheel. For example, room 4 chose ‘Create a fitness circuit in the yard’ and room 7 chose ‘Think of 3 things you are looking forward to’. A very creative idea for outdoor wellbeing interaction.

The beautiful thing is that the more you encourage greater participation, the more your students will thrive. And it's really easy to carry out these same practices in your home, or at school.

Instead of setting the more traditional academic-based homework tasks, you may like to consider setting wellbeing activities for homework. A game of ‘Gratitude Yahtzee’ or ‘Empathy Basketball’ can easily be adapted to the home.

So make time for making fun.

There are more than enough activities, games, tips and tricks in this book for you as a parent to practise wellbeing skills at home with your kids and as a family. As you can see, it doesn't require hours and hours of practice each day — it's more about consistent practice over time.

Better yet, we can get our students to lead these activities for us: that's what we'll look at in the next chapter.

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