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Goals
Milestones offers after-school programs as an adjunct to your child’s day program. There are a maximum of 12 children in each group and 4 staff
members. Our low 3:1 ratio ensures that every child receives the individual attention necessary to work on his/her unique needs and goals.
Pragmatics (“social skills”) refers to a person’s ability to interact and communicate with others. This involves understanding social cues, many of which are nonverbal, such as facial expressions, tone of voice, posture, eye contact, etc. Through exciting game playing at Milestones, we provide children with the foundations needed for them to learn to be a good friend and social communicator. They also learn to play by accepted social rules and norms.
Below is a sample of goals and an example of a game that we would play to address the goals.
Coping Skills
- GOAL: Recognizing potential stressors, reactions to these stressors, and developing solutions.
- GAME: Children will create a personal stress chart including descriptions of stress levels from 1-5, what causes stress, and solutions to dealing with stress. We will then practice each of the solutions.
Cooperative Games
- GOAL: To work together to “detangle” the knot without letting go of
anyone’s hand.
- GAME: Human Knot –Children will stand in a circle and then grab hands with two different people (not those immediately next to them.)
Art of Conversation
- GOAL: To understand when to and when not to say certain things.
- GAME: Wrong Topic, Wrong Time, Wrong Person - Children will act out various appropriate and inappropriate situations. The audience needs to vote if the situation is appropriate or inappropriate (telling if it is a wrong topic, wrong time to discuss the issue, or wrong person to discuss it with).

Nonverbal Cues
- GOAL: Using gestures.
GAME: Ishkibibble Talk –Children take turns pretending to be the store clerk and the alien. The alien has just come to earth and doesn’t
speak our language. S/he has to use gestures to get the clerk to understand what s/he is looking for.
Self-Esteem
- GOAL: Accepting positive feedback.
- GAME: Hot Seat— One child is in the “hot seat” while others
“bombard” the individual with positive comments. Followed by a group discussion where the child will be asked to recall three things that others said about him/her.
Pragmatic Lessons
- GOAL: Telling Stories / Oral Narratives – getting to the point!
- GAME: Using the Mindwing System, children will learn a systematic way for telling concise stories, providing a broad topic, giving
supportive details (5 only!) and, wrapping it up all
while keeping the
listener’s interest.

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