When students engage in structured play-based learning, they’re not just having fun—they’re learning about themselves while strengthening executive functioning and group cohesion. The Be Kind People Project’s Classroom Activity Cards were designed with these principles in mind, ensuring that educators have an easy, flexible way to integrate meaningful skill-building into their classrooms.
The Core Deck Volume 1 of our Classroom Activity Cards is built on a foundation of research and real-world testing. Each activity has been carefully vetted across diverse age groups and settings, then hand-selected by a Doctor of Psychology for its ease of use, effectiveness, and empirical support. Whether teachers need a seamless classroom transition, an engaging group challenge, or a meaningful personal reflection, these evidence-based cards offer a practical and impactful solution.
The Be Kind Classroom Activity Cards are structured into three levels to accommodate different learning styles, energy levels, and cognitive or physical abilities:
This tiered structure ensures that all students can participate meaningfully, while teachers can adjust activities to match classroom dynamics. Each activity is available in all three tiers—so, for example, the scavenger hunt-based activity appears as “Classroom Scavenger Hunt” in the Gentle version, “Nature Scavenger Hunt” in the Balanced version, and “Nature Scavenger Sprint” in the Challenging version.
We intentionally left off age ranges, as these cards can be used flexibly across different classrooms and settings. They’re designed to meet your students’ needs in the moment—whether they need an energizing or mental challenge (Challenging), a chance to slow down and reflect (Gentle), or just a quick brain break (Balanced).
Each activity in the deck is rooted in well-researched psychological and educational principles that enhance learning, engagement, and character development. Here are just a few of the key scientific concepts embedded in the cards:
Educational research consistently supports gamification as a way to increase motivation and engagement (Laremenko, 2017; Liu et al., 2016; Perry, 2015), as well as learning achievement (Berns et al., 2016; Bustillo et al., 2017; Castaneda & Cho, 2016; Hung, 2017; Paloma-Duarte et al., 2016; Purgina et al., 2019). Many of our Activity Cards incorporate game-like elements that reinforce positive behaviors and skill development in an engaging way.
Social learning theory (Bandura, 1977) emphasizes that children learn primarily through observation and social interaction. Activities like BFF: Be Fast Friends! and Shape Charades provide structured opportunities for students to engage with peers, fostering meaningful connections while strengthening essential interpersonal skills. Additionally, each activity card includes group discussion questions designed to deepen students’ understanding of different perspectives, further enhancing their social development.
Executive functioning skills, such as impulse control, working memory, and cognitive flexibility, are essential for academic and personal success (Diamond, 2013). Activities like True or False? and Let’s MOVE incorporate structured decision-making, response inhibition, and task-switching to enhance these abilities in students.
Emotional intelligence, which includes understanding emotions and self-regulation, is essential for personal growth and social success (Goleman, 1995). Activities like Act It Out! and Breathe Deep offer students structured opportunities to recognize, express, and manage their emotions in a supportive environment. By engaging in these activities, students build self-awareness and emotional resilience, equipping them with valuable skills for navigating life’s challenges.
The True or False? activity incorporates an “In/Out of Control” hands-on reflection exercise, helping students distinguish between aspects of life they can influence and those they cannot. Research shows that a strong internal locus of control is linked to resilience and stress management (Rotter, 1966).
In addition to the Classroom Activity Cards, we offer a range of supplemental handouts that further increase accessibility and engagement. These resources, available through a QR code printed on the introductory card in the deck (or by clicking here), include:
The Be Kind Classroom Activity Cards aren’t just a deck of fun exercises—they’re a dynamic toolkit designed to foster kindness, sharpen executive functioning, and strengthen social connections through play. With minimal prep and endless flexibility, they effortlessly enhance any classroom, transforming transitions into moments of focus, brain breaks into meaningful resets, and lessons into dynamic, hands-on experiences. Our Activity Cards were designed to meet students where they are at in order to turn everyday moments into opportunities for engagement and connection.
The only question left is: which card will you draw first?
The Be Kind Classroom Activity Cards are available as a part of The BE KIND School™ – our flagship year-round character education program.
Bandura, A. (1977). Social learning theory. Prentice Hall.
Berns, A., Palomo-Duarte, M., Arevalo, I., & Garcia, R. (2016). Using a 3D online game to assess students’ foreign language acquisition and communicative competence. Journal of Educational Technology & Society, 19(2), 87–99.
Bustillo, J., Rivera, D., Guzmán, J., & Acosta, A. (2017). Benefits of using a gamified learning activity to improve long-term memory retention. Journal of Educational Computing Research, 55(3), 366–390. https://doi.org/10.1177/0735633116663198
Castañeda, D. A., & Cho, M. H. (2016). Use of Facebook in higher education: Do students want this? Journal of Applied Research in Higher Education, 8(3), 357–374. https://doi.org/10.1108/JARHE-06-2015-0042
Diamond, A. (2013). Executive functions. Annual Review of Psychology, 64, 135-168.
Goleman, D. (1995). Emotional intelligence: Why it can matter more than IQ. Bantam Books.
Hung, A. C. Y. (2017). The gamification of learning: A review of definitions, methods, and effects on motivation and learning. Educational Technology Research and Development, 65(5), 817–838. https://doi.org/10.1007/s11423-017-9476-1
Laremenko, N. (2017). Gamification as an effective tool for increasing student motivation and engagement in learning. International Journal of Emerging Technologies in Learning, 12(11), 99–108.
Liu, D., Li, X., & Santhanam, R. (2016). Digital games and beyond: What happens when players compete? MIS Quarterly, 40(2), 473–502. https://doi.org/10.25300/MISQ/2016/40.2.07
Palomo-Duarte, M., Berns, A., Dodero, J. M., & Cejas, R. (2016). Analyzing the impact of a serious game for foreign language acquisition on behavioral patterns. Computers & Education, 102, 124–137. https://doi.org/10.1016/j.compedu.2016.07.005
Perry, B. (2015). Gamifying French language learning: A case study examining a quest-based, augmented reality mobile learning-tool. Canadian Journal of Learning and Technology, 41(3), 1–18. https://doi.org/10.21432/T2V90B
Purgina, M., Mozgaleva, M., & Cowan, B. R. (2019). Gamification in e-learning: Applications and challenges. Journal of Computer-Assisted Learning, 35(1), 51–62. https://doi.org/10.1111/jcal.12314
Rotter, J. B. (1966). Generalized expectancies for internal versus external control of reinforcement. Psychological Monographs: General and Applied, 80(1), 1-28.
Copyright © The Be Kind People Project | Privacy Policy
Enter your email address below and we’ll send you 15 FREE classroom resources that integrate academics with life skills and values.
"*" indicates required fields