Keep Students in the LRE With The Capable Classroom™
The Capable Classroom™ is a suite of Tier 1 and Tier 2 interventions that can be introduced at the classroom level. These interventions promote learning through play with mixed groups of typical and non-typical students. All the activities include easy-to-follow, step-by-step instructions, so aides, parent volunteers, and paraprofessionals can implement them, and teachers can focus on other classroom priorities.
Popular Interventions in The Capable Classroom™ Toolbox
Some of our most popular Capable Classroom™ activities include:
Pencil Power™ Supplemental Handwriting Instruction Program
Pencil Power™ is a 6-week or 12-week program that keeps handwriting instruction in the general education classroom. Specifically designed for K-2 students, the program and optional board game provide opportunities to practice key pre-writing and writing skills without a therapist.
Super Self™—Self-Regulation Group
The Super Self™—Self-Regulation Group is an individual or small group experience designed for third-grade students and beyond who need to boost their social skills and self-regulation abilities. At the end of the program, students complete a self-reflective report card.
Super Self™—Sensory Room
The Super Self™—Sensory Room includes a wide range of therapeutic spaces with specific sensory equipment for self-regulation activities that alleviate sensory processing difficulties. They are for all students who can benefit from either calming or alerting sensory breaks.
Artic Blast™ Board Game
Artic Blast™ is a fast-moving, fun, and exciting board game for elementary students who need to practice articulation skills. Up to four players can participate at a time. With every correct pronunciation they make, students climb higher on the mountain.
Artic Blast™ Articulation Group
The Artic Blast™ articulation group is a 6- to 12-week program that’s designed for regular education students in need of extra articulation support for one or more speech sounds, as well as overall intelligibility.
I Know What to Do! Card Game
The I Know What to Do! card game is designed for students struggling with impulsivity who could benefit from social stories or scripts. Throughout the game, students “match” the appropriate responses to a variety of challenging social scenarios.
Power Moves Card Game
The Power Moves card game is a matching game built for K-2 students that can also be modified for other age groups. It gives students a much-needed movement break or “brain break” during which they can strengthen their balance, coordination, and sensory motor skills.
Transform Your School District with The Capable Classroom™
The Capable Classroom™ helps more students in the least restrictive environment while helping your district contain costs. Contact PTS to learn more today!