Behavioral Influence Processes
Level 8
~6 years, 8 mo old
Jun 10 - 16, 2019
🚧 Content Planning
Initial research phase. Tools and protocols are being defined.
Rationale & Protocol
At 6 years old (approximately 348 weeks), a child's understanding of 'Behavioral Influence Processes' is deeply rooted in their developing social skills, emotional intelligence, and ability to engage in cooperative play. Direct lessons on 'persuasion' or 'deterrence' are premature and potentially lead to undesirable social outcomes. Instead, the focus must be on foundational, prosocial precursors that enable healthy influence: clear communication, perspective-taking, negotiation, and collaborative problem-solving.
The 'Peaceable Kingdom Hoot Owl Hoot! Cooperative Board Game' is selected as the world's best tool for this age and topic because it inherently addresses these precursors. It is not just a game; it is a structured environment for practicing mutual influence towards a shared goal. Players must communicate their intentions, listen to others' suggestions, and collectively decide on actions to help the owls. This process naturally involves soft persuasion ('If we move this here, it will help all of us reach the next spot faster'), understanding differing viewpoints ('I want to move my owl, but you need to get your owl further'), and collective problem-solving, all while fostering a sense of teamwork rather than competition. This setup avoids the pitfalls of manipulative influence and instead builds a robust foundation for ethical, effective social interaction. The game's cooperative nature means everyone wins or loses together, shifting the focus from individual gain (which can lead to selfish influence tactics) to collective well-being and coordination.
Implementation Protocol for a 6-year-old:
- Introduce the 'Team' Concept: Before playing, explain that this is a 'team game' where everyone works together against the game itself (the sun setting). Emphasize that the goal is to help all the owls get home, not for one person to win.
- Facilitate Communication: During gameplay, encourage the child to vocalize their thoughts and plans. Ask open-ended questions like, 'What are you thinking of doing?' or 'How do you think that move will help our team?' Prompt them to consider other players' turns and positions.
- Model and Reflect on Influence: When it's your turn, verbalize your reasoning: 'I think I'll move this owl because it's furthest away, and that will give us a good start. What do you think?' If the child makes a suggestion, respond thoughtfully: 'That's a good idea! Let's see how that would help all the owls.' After a move, discuss the outcome: 'Look, because we worked together, two owls made it home!'
- Emphasize Negotiation and Compromise (Lightly): When there are multiple valid moves, guide the child through the discussion: 'We could do X, or we could do Y. Both are good. What do you think is best for our team right now?' This teaches that influence isn't about being 'right' but about finding the best collective path.
- Emotional Regulation: If frustration arises (e.g., a 'wrong' move is made), guide them to articulate feelings and refocus on the shared goal: 'It can be tricky when we don't get the card we want, but remember, we're a team, and we can still help the owls together.'
- Debrief After Play: Briefly discuss what went well: 'We did such a great job working together today! Everyone helped each other.' This reinforces the positive experience of cooperative influence.
Primary Tool Tier 1 Selection
Peaceable Kingdom Hoot Owl Hoot! Game Box
This game is a stellar choice for a 6-year-old learning about behavioral influence processes because it fosters prosocial influence through cooperative play. It requires children to communicate their ideas, listen to others, negotiate moves, and coordinate actions towards a shared objective (getting the owls home before the sun sets). This naturally teaches the foundational skills of persuasion, compromise, and collaborative decision-making in a positive, low-stakes environment. It directly aligns with the principles of collaborative problem-solving, verbal communication, and understanding social cause and effect without promoting competitive or manipulative tactics.
Also Includes:
- Standard Board Game Card Sleeves (e.g., 63.5x88mm) (6.99 EUR) (Consumable) (Lifespan: 52 wks)
- 1-Minute Sand Timer (for turn-taking) (7.50 EUR)
DIY / No-Tool Project (Tier 0)
A "No-Tool" project for this week is currently being designed.
Alternative Candidates (Tiers 2-4)
Rory's Story Cubes (Original Set)
A set of nine dice with various images, used to spark creative storytelling. Children roll the dice and create a narrative connecting the images.
Analysis:
Rory's Story Cubes are excellent for fostering creativity, narrative skills, and imaginative play, which are all indirectly supportive of behavioral influence. They can be used to create social scenarios and explore consequences. However, they lack the explicit cooperative structure and direct negotiation required by Hoot Owl Hoot!, making the 'influence process' less central and more implicit for a 6-year-old.
The Social Skills Board Game for Kids
A board game designed to teach specific social skills like listening, sharing, taking turns, and understanding emotions through scenario cards and questions.
Analysis:
This game directly targets social skills crucial for behavioral influence. It provides explicit teaching of concepts like perspective-taking and communication. However, for a 6-year-old, the didactic nature might be less engaging than the organic, cooperative problem-solving of Hoot Owl Hoot!. While valuable, its 'teaching' approach may not allow for as much natural, emergent practice of influence processes as a purely cooperative game where influence is integrated into the core gameplay.
What's Next? (Child Topics)
"Behavioral Influence Processes" evolves into:
Volitional Alignment Processes
Explore Topic →Week 860Coercive and Contingent Control Processes
Explore Topic →All behavioral influence processes can be fundamentally divided based on the primary mechanism through which behavioral modification or compliance is sought: either by fostering the target's willing assent, internalization, or alignment of their internal motivations, beliefs, and values (Volitional Alignment Processes), or by directly altering the external consequences, incentives, or constraints faced by the target, compelling or conditioning their behavior irrespective of internal alignment (Coercive and Contingent Control Processes). This dichotomy is mutually exclusive, as an influence attempt's primary mode is either to cultivate internal motivation or to externally mandate/incentivize action. It is comprehensively exhaustive, covering all fundamental active attempts to modify behavior or internal states, as one either seeks to change internal drivers or external conditions impacting action.