Whirly's World
Whirly's World
2-6 players • 15-30 min • 6 & up
Focus: Addition
Explore the even and odd world of Whirly the Snail. You will apply your addition and even and odd number skills as you glide along the trail rolling dice, completing cards and gathering tokens. Be the first snail to the center of the garden to win.
Skills: Numbers, Addition, Counting
Game Includes
Game Includes
- 30 Whirly Tokens
- 1 Garden Board
- 6 Snail Pawns
- 2 Dice
- 27 Odd Cards
- 27 Even Cards
- 1 Rules Booklet
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How to Play
Educational Standards
Core Standard*: Language, Math
- Language
- Range of Reading and Level of Text Complexity: Grade Level 1st,2nd
- Information Text
- Math
- Add and Subtract withing 20: Grade Level 1st,2nd
- Operations and Algebric Thinking
Skills
Explore
What Does Child Do To Use Skill In The Game?
Players examine the board to see where other players' Snail Pawns are located, and study the board when following some of the activities on the Odd/Even Cards, such as counting the pots on the board.
How Parents Can Assist Learning
When children land on a hose, remind them to look at where other player's Snail Pawns are located, and where the hose ends. This will help them decide whether to pay a Whirly Token or move backwards.
Learning Implications and Educator Support
When children land on a hose, remind them to look at where other player's Snail Pawns are located, and where the hose ends. This will help them decide whether to pay a Whirly Token or move backwards.
Determine
What Does Child Do To Use Skill In The Game?
Determining occurs throughout Whirly's World, including the number of spaces to move based on roll of the dice, actions to take based on where a player's Snail Pawn lands, whether to pay Whirly Token when landing on hose, and whether the amounts are odd or even based on card activities.
How Parents Can Assist Learning
Most of the determining is straight forward in Whirly's World, except for whether to pay a Whirly Token when landing on a hose. Encourage children to "Wait. Look. Think." This will help with impulsivity, considering options and looking closely. Also, using such cues can give children a model for future play in order to think more strategically.
Learning Implications and Educator Support
Most of the determining is straight forward in Whirly's World, except for whether to pay a Whirly Token when landing on a hose. Encourage children to "Wait. Look. Think." This will help with impulsivity, considering options and looking closely. Also, using such cues can give children a model for future play in order to think more strategically. Whirly's World presents an opportunity to learn about odd and even numbers. Teachers can Integrate odd and even activities throughout the day for generalization and practice.
Compare
What Does Child Do To Use Skill In The Game?
Players compare the color on the spot where their Snail Pawns land to the Odd/Even Cards, and images on some of the cards to game board (ex: clipping shears).
How Parents Can Assist Learning
If children do not notice all of the objects on a card (ex: they count 7 pots), encourage them to recount by starting at space 1 and moving in a circular motion along the path to the center.
Learning Implications and Educator Support
If children do not notice all of the objects on a card (ex: they count 7 pots), encourage them to recount by starting at space 1 and moving in a circular motion along the path to the center. Encourage them to compare amounts. For example, "Matt just counted hats. Are there more hats or pots?"
Remember
What Does Child Do To Use Skill In The Game?
On some cards, players need to think of a word that starts with W or S.
How Parents Can Assist Learning
If children are having difficulty thinking of a word, give a hint or two to help spark their memory. For example, "it's the color of clouds and whipped cream" to help a child think of "white."
Learning Implications and Educator Support
Whirly's World involves light memory practice. If a child is having difficulty thinking of a word, give a hint or two to help spark their memory. For example, "it's the color of clouds and whipped cream" to help a child think of "white."
Practice
What Does Child Do To Use Skill In The Game?
The more children play Whirly's World, the better they will become at basic adding, counting, and understanding odd and even.
How Parents Can Assist Learning
If children have difficulty remember odd and even, write down numbers 1-20 in two columns on a piece of paper. Column one can be odd, and column 2 can be even. Allow children to reference this sheet until they have memorized odd and even numbers.
Learning Implications and Educator Support
"Whrily's World is good practice for basic adding, counting and understanding odd and even. If children have difficulty remember odd and even, write down numbers 1-20 in two columns on a piece of paper. Column one can be odd, and column 2 can be even. Allow children to reference this sheet until they have memorized odd and even numbers. Whirly's World presents an opportunity to learn about odd and even numbers. Teachers can integrate odd and even activities throughout the day for generalization and practice. They can also have children think of words starting with W or S as a transition activity when lining up or moving between activities."
Solve
What Does Child Do To Use Skill In The Game?
As the game proceeds, player's need to make simple strategic decision whether to pay a Whirly Token or keep it when landing on a hose space.
How Parents Can Assist Learning
Encourage children to "Wait. Look. Think." This will help with impulsivity, considering options and looking closely. Also, using such cues can give children a model for future play in order to think more strategically.
Learning Implications and Educator Support
Whirly World introduces basic strategic thinking for young children. During the game, players need to decide whether to pay a Whirly Token when they land on a hose space. They also need to decide whether they want 3 Whirly Tokens when they get near the end of the game path. This requires looking and evaluating the positions of other players, which is constantly changing throughout the game. Encourage children to "Wait. Look. Think." This will help with impulsivity, considering options and looking closely. Also, using such cues can give children a model for future play in order to think more strategically.
Demonstrate
What Does Child Do To Use Skill In The Game?
On most turns, players demonstrate their ability to add and count, as well as their knowledge of whether a number is odd or even. Additionally, they may show that they know words that start with W or S.
How Parents Can Assist Learning
"No special adult help is required. However, if children are having difficulty thinking of a word, give a hint or two to help spark their memory. For example, ""it's the color of clouds and whipped cream"" to help a child think of ""white."" If children have difficulty remember odd and even, write down numbers 1-20 in two columns on a piece of paper. Column one can be odd, and column 2 can be even. Allow children to reference this sheet until they have memorized odd and even numbers."
Learning Implications and Educator Support
"No special adult help is required. However, if children are having difficulty thinking of a word, give a hint or two to help spark their memory. For example, ""it's the color of clouds and whipped cream"" to help a child think of ""white."" If children have difficulty remember odd and even, write down numbers 1-20 in two columns on a piece of paper. Column one can be odd, and column 2 can be even. Allow children to reference this sheet until they have memorized odd and even numbers."
*Data compiled from CCSSI ELA Standards, WA Science Standards, and Washington Social Studies Standards
Special Needs
Cognitive
Suggestions for How to Modify Play Experience
Children with cognitive delays can play Whirly's World if they understand "odd" and "even," can count, and can identify words starting with W and other consonants. The game can be modified if these skills are difficult
When a player with cognitive delays lands on a space with a W or draws a card requiring the child to identify a word starting with a specific letter, the other players can assist by giving the child the option of two words, one that starts with W (or the requested letter) and one that does not. This will help children focus on the first letter and its sound association.
If children do not understand the concept of odd and even, start by eliminating the cards and play by just moving around the board. Focus on identifying which numbers are odd and even as players move around the board. Once the child understands the concept of odd and even, add the cards to the game to increase the challenge.
Communication
Suggestions for How to Modify Play Experience
Whirly's World only requires simple communication in response to where the child lands on the board (say a word that starts with W) or cards the child draws (how many hats are on the board).
If the child has difficulty producing words, give choices that only require the child to point to confirm a choice. Have cards that say "ODD with one ." and another card with "EVEN and two .." The child can then point to the correct card. Use fingers for counting and give choices for words beginning with different sounds. "Which word starts with S? Silly or happy? Silly? (wait for response) Happy? (wait for response).
Cards have directions for actions by players, but these can be read by other players if needed.
Sensorimotor
Suggestions for How to Modify Play Experience
Children have to move tokens around the board and slide them backward down the hoses. Children also have to draw cards from the odd and even piles. These requirements may be difficult for children with fine motor concerns. In addition, children with oral motor problems, such as from cerebral palsy, may have difficulty producing words.
If the child has difficulty producing words, give choices that only require the child to point to confirm a choice. Have cards that say "ODD with one ." and another card with "EVEN and two .." The child can then point to the correct card. Use fingers for counting and give choices for words beginning with different sounds. "Which word starts with S? Silly or happy? Silly? (wait for response) Happy? (wait for response).
Other players can assist in movement of tokens and turning cards.
Social Emotional/Behavioral
Suggestions for How to Modify Play Experience
The hoses on the board require the play to move backward which can be aggravating to children with low frustration tolerance.
Remind the child that sometimes there are good events at the end of the hose that will help move forward. Reward tolerance for setbacks with encouragement. "You handled going backwards so well! It feels good to be calm, doesn't it?"
Vision
Suggestions for How to Modify Play Experience
Whirly's world has a busy board. Cards often require players to identify the number of small items on the board.
Remove the cards that require counting of small items on the board.
Help players read the cards drawn and move tokens to the right place on the board.
Hearing
Suggestions for How to Modify Play Experience
Children need to hear the cards being read when drawn to understand what each player is doing. Unless the hard of hearing player can read each card that is drawn, this may be an issue for enjoying the game.
Use sign language if possible.
*Data compiled from CCSSI ELA Standards, WA Science Standards, and Washington Social Studies Standards
Autism
Autism Strengths & Interests
Short Summary of Strengths & Interests
- Counts well.
- Knows odd and even numbers.
- Likes simple path games.
Is good at matching visual items
Is This Game Appropriate? Yes
Description
When players land on an odd or even space they have to draw a matching card to see what they need to do to complete their turn. Also, some of these cards require players to find matching items on the board and count them.
Has a good memory for words, phrases and dialouge
This game is not appropriate
Has a good memory for pictures, numbers and patterns
Is This Game Appropriate? Yes
Description
Players need to remember and identify words that start with 'W' and other letters.
Likes to put things in order or a sequence
This game is not appropriate
Learns through visualizing or "replaying" actions in their mind
This game is not appropriate
Likes activities with rules, such as math and phonics
Is very concrete and literal
Is This Game Appropriate? Yes
Description
Children need to identify words that start with certain letters as they move around the board. This may be enjoyable for children who like phonics and word play.
Learns in small "chunks" (for example, phone numbers are 3 chunks of number xxx-xxx-xxxx that are combined together)
Is This Game Appropriate? Yes
Description
Many children with autism prefer activities that are literal and concrete. Moving the snail around the board is very concrete. Yet, some of the requirements of the game are more abstract, such as identifying odd and even numbers, and identifying words starting with certain letters.
Is good at nonverbal reasoning and logic
This game is not appropriate
Likes spatial problem solving
This game is not appropriate
Can read well with good vocabulary, though may not fully comprehend content
This game is not appropriate
Likes to use and has good fine motor skill
Is This Game Appropriate? Yes
Description
Players need to read cards they draw in order complete tasks and move around the board. They may also need to think of words that start with the letters W or S.
Likes established routines or set ways of doing things
Is This Game Appropriate? Yes
Description
Children who like playing with small game pieces or miniature figurines may enjoy using those fine motor skills to move the snail tokens around the board and manipulate cards that are drawn.
Likes manipulating, constructing or building things
Is This Game Appropriate? Yes
Description
The game is played the same way each time. There is a little variability because instructions for player actions vary depending on cards drawn.
Likes to use and has good musical abilities
This game is not appropriate
Likes to use and has good drawing skills
This game is not appropriate
Autism Special Considerations
Appears to ignore other's communication and/or has difficulty giving eye contact to a communication partner
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? Yes
Strategies for Developing Compensatory Skills:
Children do not need to use eye contact to play.
Has difficulty understanding complex verbal directions
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? Yes
Strategies for Developing Compensatory Skills:
Directions for Whirly's World are not complex. Children, however, need to understand the concept of odd and even. Provide
Uses vocabulary inaccurately or demonstrates echolalia (repeating another's speech)
Is This Game Appropriate for Child with Characteristic? No
Can Child with Characteristic Play Game w/o Modification? No
Strategies for Developing Compensatory Skills:
Players need to generate words that start with W on the board and other letters on the game cards. Echolalia may interfere with this process if children repeat words they hear others say instead of generating original speech.If children understand sound/letter matches on the beginning of words, other players may be able to redirect them. Have paper and pencil handy. Pause and get the child to focus on the letter or action needed. For example, say, "Lucy." Wait for her to look as you hold up a the letter W for her to see. "What word starts with W?" Give enthusiastic support even if the child says a "W" word previously stated by another player.
Gets stuck repeating a verbal topic or physical actions and/or has difficulty attending to others' actions or topic.
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? No
Strategies for Developing Compensatory Skills:
Although children do not need to attend to other players moves to play, they need to be interested in participating. Children who cannot attend due to constant movements, talking, or other actions may be too distracted to be able to follow play on the board. Give the child an interesting token with tactile properties, i.e. it feels different than the others. This will differentiate the child's token, plus provide motivation to hold and move the object during the child's turn. If the child has a special topic of interest, encourage them to think of words associated with their topic. For example, "Can you think of a word relating to horses that starts with S?"
Has difficulty producing speech/communication
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? No
Strategies for Developing Compensatory Skills:
Children who cannot speak will not be able to do many of the tasks in the game, such as produce words starting with a specific letter or counting objects on the board. If children use alternative communicative devices, these may be substituted.
Has difficulty sequencing multi-step actions and/or doing complex abstract tasks
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? Yes
Strategies for Developing Compensatory Skills:
Each turn may have more than one step, but these are relatively simple tasks, and other players can help prompt the child's actions.
Demonstrates difficulty initiating and maintaining social interactions
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? Yes
Strategies for Developing Compensatory Skills:
As long as the child can take turns, with or without structured prompting, the child can play the game. Discussion is not needed, though players will comment on what is happening on the board. Encourage the child with autism to comment on other players moves. "Uh-oh! Look where Juan landed! What happens next?"
Acts out or demonstrates avoidance behaviors when frustrated, overwhelmed, or needs more sensory input.
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? No
Strategies for Developing Compensatory Skills:
Allow breaks for the child to engage in actions that feed their sensory needs. This may involve gross motor actions or play with a fidget toy or another favorite object. These can be used as a reward for attending to the game, taking a turn, or watching other players. Allow the child to "Whirl," "Wiggle," or "Wobble," or "Wave" when they land on a W.
Has short attention span for non-preferred activities
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? No
Strategies for Developing Compensatory Skills:
If the child does not like turn-taking games, adults may need to make modifications to make the game more physical and motivating. Encourage the child to "Whirl," "Wiggle," or "Wobble," or "Wave" when they land on a W. Modify the game so that preferred actions are substituted on the cards draw. For example, instead of count the hats on the board, say, "Count the letters you see on the wall."
Needs sameness or consistent routines and/or has difficulty with transitions from one activity to another
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? Yes
Strategies for Developing Compensatory Skills:
Although the game has variations depending on the cards drawn, the game is played the same way each time.Use motivating aspects of the game to help transition the child to play the game. For instance, take out the child's favorite action card and show the child, "Look here is the snail you like to move. Let's go play Whirly's World so you can move your snail.
Has difficulty understanding others' feelings, intentions, and the reasons for others' actions.
Is This Game Appropriate for Child with Characteristic? Yes
Can Child with Characteristic Play Game w/o Modification? Yes
Strategies for Developing Compensatory Skills:
The child does not need to understand other players' feeling or intentions, as each player operates independently and there is no strategy involved in playing the game.
*Data compiled from CCSSI ELA Standards, WA Science Standards, and Washington Social Studies Standards
Extended Play
Extra Ways to Play the Game
Play the game according to original rules. Except, if a player lands on a W space, they can try to win 2 Tokens by saying three new W words. If the player chooses this option but is unable to think of three words, the player loses one Token if they have it.
Materials Needed
No additional materials needed.
Developmental Benefits
This adds an extra risk and reward assessment to the game, increasing the strategic thinking involved.
*Data compiled from CCSSI ELA Standards, WA Science Standards, and Washington Social Studies Standards
Collapsible content
How to Play Video & Transcript
Today we’re going to explore the world of “evens” and “odds” playing Simply Fun’s Whirly’s World.
Whirly’s World is fun for players ages 6 and up, and can be played with 2 to 6 players.
Understanding odds and evens is an important concept to help us learn the patterns of numbers and objects. The exact pairing of numbers is an important math concept and is used in a variety of ways from skip sequencing to understanding prime numbers and division.
Each game box of Whirly’s World contains:
• One spiral garden board for gliding along the trail
• with…
• …six colorful Snail pawns
• and
• Thirty swirly Whirly tokens to collect along the way
The box also contains: :
• Two dice,
• 27 Odd cards and
• 27 Even cards
To set up the game, place the garden board in the center of a table where all players can reach it.
Shuffle the odd card deck and the even card deck separately and place both decks next to the garden board.
Remove the Whirly Tokens from the bag and place them next to the garden board.
Then, each player selects one of the brightly colored snail pawns and places it on the Start space.
The last player who saw a live snail gets to go first!
To start the game, the first player rolls the dice, moves that number of spaces forward and completes the action on the board. For instance, if he lands on a purple Odd Flower space, he draws an Odd card, but if he lands on a yellow Even space, he draws an Even card.
In either instance, the player must then read the card and complete the activity.
After following the instructions on the card, the player may have to move his snail token again, forward – or backward! – so they will continue their turn.
If the player lands on a Whirly Word space, thy will have to think of a word that begins with W. It must be a word that has not been said in the game already, though. When they say a W-word out loud, they will receive one Whirly token.
Whirly tokens are good because players can use them to avoid slides or to enter Whirly’s garden to win.
If the player lands on a Garden Hose Slide space, they must either slide backwards or pay one Whirly token to stay put.
If they slides backwards, they must follow the hose down the trail to the space where the nozzle is located. Some slides end on a space with a chance to win a token or draw another card, but others have no action at all and the player’s turn is over.
Once a player completes all actions on their turn, they pass the dice to the player on their left and play continues until the first player joins Whirly in the center of the garden and wins.
BUT getting to the center space is not that easy!
There are two ways to reach the end and win:
1. Roll the perfect roll. If a player rolls the dice and gets a number that will land exactly on the end space without going past it, he joins Whirly in the garden and wins the game!
2. Pay 3 Whirly tokens. If a player rolls a number that will land on space 62 (the last space before the garden) OR a number that would pass space 62 by two or more moves, she MUST stop on space 62. As you can see, space 62 has a garden hose slide on it. Normally, the player would have to slide back, BUT, if she has 3 Whirly tokens, she may pay them to move one space ahead – to the garden – and win the game!
Remember. First one in the garden with Whirly wins…
…so, even though you’re a snail, you won’t want to move at a snail’s pace!
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