This Month™ Instant Lesson
CogniFind™

Rock Paper Scissors

A smartboard-facilitated game centered on self-regulation, fair play, and social prediction.

Grade / Age  Pre-K–5, mixed-ability & neurodiverse-friendly Time  10–15 minutes Format  Whole-class, smartboard Group size  1 child at a time, whole class observing

Play the Game

Ground rule

Both players choose at the same time. No copying. The board and the child throw in the same moment. This is why the child faces the class with their back to the board.

Say this out loud before the first round. Most children already know that throws happen together from playing each other. Here the child can’t see the board, so naming the rule up front heads off the objection. Honoring it is one of the things this game actually accomplishes with teacher feedback.

Learning Objectives

Cognitive engagement with patience, focus, changing expectations, and accepting a win or a loss.

This game is part of the CogniFind series: activities chosen for their relevance to cognitive and social development, aligned to state competency and developmental frameworks rather than academic content standards. One round is short, and it touches on three developmental processes at once. See the companion white paper linked above for the research this lesson is built on.

Impulse regulation

The count gives a brief, structured window before the child may act. Keeping the throw hidden through the count and releasing it exactly on SHOOT is practice in waiting for a signal rather than reacting to the moment, a core executive-function skill. What the hand does during the count is up to the child; it is the choice that has to wait.

Fair play & accepting outcomes

The board is behind the child, and the temptation to peek or to hold a throw until the answer shows is structural. Choosing not to game a system by peeking at the board is harder for some children. The board picks at random and independently, so wins, losses, and ties each land about a third of the time no matter what the child throws. Nothing the child does shifts the odds, which makes a loss here carry no information about them at all and makes this unusually safe practice at losing.

Joint attention

The class and the child at the front coordinate on the same moment: the class voices the cue, the child acts on it, and both watch the same throw land. Attention here is shared and mutually acknowledged rather than merely parallel, which is what separates joint attention from simply looking at the same thing.

Optional · Predictive social cognition

The history strip records the child’s past throws on screen. If you add a prediction beat between rounds, that visible record invites classmates to notice tendencies and guess what might come next. That is theory-of-mind practice in reading and anticipating another person’s likely choice. Steps 8 and 9 cover it; skip both for faster rounds.

Across all of these, the game removes the higher-stakes feel of academic correctness. Against the board the result is pure chance, so there is no way to be wrong at it. That lowers anxiety around “being wrong” while these developmental processes remain part of the experience.

Materials

Facilitation Steps

Steps run in order and follow the board. Steps 8 and 9 are the optional prediction beat. Skip them if you want quick rounds.

  1. Say the ground rule out loud before anyone plays. It takes one sentence and it is part of the lesson, not preamble.
  2. Invite one child to the front, facing the class with their back to the board.
  3. Press Begin. The board locks in its own throw at this moment, before the child throws, so neither side can react to the other.
  4. The board counts 3… 2… 1… SHOOT! Have the class call it out loud with the board so the child, whose back is to the screen, knows exactly when to go.
  5. On “SHOOT!” the child throws their gesture to the class, and the board reveals the throw it locked in at Begin. The brief gap is display only. Neither one waited on the other to decide.
  6. The board prompts “Child, turn around and look!” The child turns and compares. Press Next.
  7. At “What did the child throw?”, tap the gesture the child actually threw so the board can log the round and show the result.
  8. The game does not pause here. This beat is yours to create. After the result shows, wait before pressing Next Round. Keep the child turned toward the board while the class reads the history strip and predicts silently. Each classmate holds up rock, paper, or scissors for what they think the child will throw next. Note what the room shows, then have the class lower their hands before the child turns back. A child who sees the guesses can still dodge them.
  9. Press Next Round and run it. Once that throw is made and nothing can change, look back at the predictions together and let the class say why they guessed what they did.
  10. Repeat for several rounds so the history strip has time to build, then press New Player to clear it for the next child.

Facilitation Notes for Educators

Restate the ground rule if a child tries to hold their throw until the board shows its own. Because the board locks its throw at Begin and the child throws before seeing it, neither can react to the other, so the rule holds even though only one of them can see the screen.

The board marks each beat with a short tone rather than a spoken word, so a child facing away hears the count but never hears “SHOOT.” Treat the class’s voices, not the tone, as the child’s real signal, and check the display’s volume before you start.

Frame the count positively, as a moment to get ready rather than a test of speed. This supports the self-regulation goal rather than undermining it with pressure.

For neurodiverse learners, keep a real choice available: whether to take a turn now or watch a round or two first, and how loudly the class calls the cue. Choosing is itself self-advocacy practice, and neither choice costs the activity anything.

There is no wrong answer for what a child throws; the discussion value comes from noticing and predicting, not from being correct.

Keep predictions silent until the throw is made. A guess the child overhears is a guess they can dodge, and a class that gets dodged every round is being set up to fail at something unwinnable. Silent signals also get every child predicting rather than the few quickest to call out.

Resist supplying the answer if the class is guessing wrong. The practice is in the act of predicting, not necessarily always guessing right.

A tie prompts an easy discussion moment: “Why do you think that happened twice?” can surface pattern-noticing without singling out any one child.

Discussion Prompts

Use these between rounds or after the activity. Each prompt names the skill it exercises.

“What helped you wait for SHOOT instead of throwing early?”
Focus: Impulse regulation, self-report
“You couldn’t have known what the board would pick. What does that mean about winning and losing here?”
Focus: Fair play, accepting outcomes
“Did waiting change what you decided to throw?”
Focus: Metacognition on impulse vs. choice
“You predicted paper. What about [child]’s past throws made you think that?”
Ask after the reveal  ·  Focus: Theory of mind, prediction
“Did anyone predict something different from most of the class? What were you noticing?”
Ask after the reveal  ·  Focus: Theory of mind, reasoning from evidence

Extensions & Variations

CogniFind activities target executive-function and social-cognition skills rather than academic content, so this lesson aligns to state competency frameworks rather than to content standards in ELA, mathematics, science, or social studies.

Georgia Department of Early Care and Learning. Georgia Early Learning and Development Standards (GELDS). Organized by domain and age band, not by subject area. These indicators sit in the 48–60 month band and apply only when the game is used with four-year-olds. GELDS ends at 60 months.

IndicatorAgeIndicator text
SED.3.4aSelf-Regulation 48–60 mo Independently follows rules and routines.
SED.3.4cSelf-Regulation 48–60 mo Regulates a range of impulses.
CD-CP.2.4dThinking Skills 48–60 mo Makes, checks, and verifies predictions.
CD-CP.1.4cThinking Skills 48–60 mo Draws conclusions based on facts and evidence.
APL.3.4cAttentiveness and Persistence 48–60 mo Works cooperatively with others to successfully achieve a goal or accomplish a task.
APL.5.4ePlay 48–60 mo Recovers quickly from setbacks and differences in opinion in a group setting.

Michigan Department of Education. Early Childhood to Grade 12 Social and Emotional Learning Competencies and Indicators (2017). Organized by competency, not by subject area.

IndicatorBandCompetency text
3DSocial Awareness K–2 Wait their turn, observe the situation, and know when it’s appropriate to respond
5BResponsible Decision Making K–2 Demonstrate constructive academic behaviors and self-regulation (listen, pay attention, follow directions, ignore distractions)
4ARelationship Skills K–2 Pay attention to others when they are speaking
4ARelationship Skills 3–5 Demonstrate good sportsmanship

New Jersey Department of Education. Social and Emotional Learning Competencies and Sub-Competencies, adopted by the New Jersey State Board of Education in August 2017. Sub-competencies are not divided into grade bands; they apply across all grades.

CompetencyBandSub-competency text
Self-Management All Understand and practice strategies for managing one’s own emotions, thoughts, and behaviors

New York State Education Department. Resource Guides for School Success: The Prekindergarten Early Learning Standards (2019). Written for four-year-olds and organized by developmental domain. Cited at standard level; indicators in the source are examples rather than requirements.

StandardAgeStandard text
PK.SEL.6Decision-Making Skills Pre-K Understands and follows routines and rules
PK.AC.3Viewing Pre-K Demonstrates understanding of what is observed

North Carolina Foundations Task Force. North Carolina Foundations for Early Learning and Development (2013). Organized by domain and age band. Foundations ends at kindergarten entry, and North Carolina has no K–12 competency framework. Indicator text verified against the primary document.

IndicatorAgeIndicator text
ESD-5qEmotional & Social Development Older Pre-K Follow social rules, transitions, and routines that have been explained to them.
CD-2wThinking & Reasoning Older Pre-K Improve their ability to make predictions and explain why things happen using what they know.
CD-3hThinking & Reasoning Younger Pre-K Recognize that beliefs and desires can determine what people do (e.g., a person will look for a missing object based on where they think it is rather than where it actually is).

Pre-K only. Georgia, New York, and North Carolina appear here through their early learning frameworks, each of which ends at or before kindergarten entry. Michigan and New Jersey are the only two whose frameworks reach K–5.