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Social Thinking™ > Pre-Teen/Teen

17 products

  • Superflex Takes Flight Superflex Takes Flight

    Social Thinking Superflex Takes Flight

    Save Social Town from the Runaway UnthinkaBot Bus! | Superflex Series The NEW Superflex Takes Flight board game includes a FREE BONUS of 500 Stickers, and is the latest product extension in our award-winning Superflex® Curriculum. The superhero theme serves as a backdrop for engaging students in imaginative, cooperative, and motivating game play that explores and supports self-awareness, social problem solving, flexibility, and self-regulation. The backstory of the game is that the UnthinkaBots, imaginary characters common to all of us, have taken over the school bus and are on a wild ride around Social Town! To keep the UnthinkaBots from getting off the bus, players transform themselves into Superflex Superheroes and fly around the board, activate their “Thinkable” strategies, solve problems to keep the UnthinkaBots on the UnthinkaBus! The game is ideal for a lunch bunch, board game club, small groups, therapy sessions, rainy days, and more. Great for home, school, or community play. No prior knowledge of the Superflex series is required to play the game.

  • Tweens & Teens Resource Bundle

    Social Thinking Tweens & Teens Resource Bundle

    The social world is complicated—and so are tweens and teens. They typically don't want to be told what to do yet still struggle to solve their problems independently. As social learners, they need guidance and support in a way that feels right and makes sense to them. Save 10% with this bundle of six books, a two-set collection of 26 teaching frameworks, and an educational card game that speak directly to a variety of social learning needs of tweens and teens—frankly, sometimes with humor, but always encouraging them to learn how the social world works so they can logically learn new social competencies to help them meet their own goals. This collection provides a range of information, visual supports, scaffolded teaching frameworks, strategies, and tools to best meet their needs and developmental ages. 8 Pieces in Total.

    $407.95

  • Thinkables & UnthinkaBots Double Deck (3rd Edition)

    Social Thinking Thinkables & UnthinkaBots Double Deck (3rd Edition)

    The Thinkables & UnthinkaBots Double Deck, 2nd Edition is a superflexible visual support to use with individuals who are learning about or have already been introduced to Superflex, the updated Team of UnthinkaBots (formally Unthinkables), and the team of Thinkables. The 2nd Edition now includes the new generation of UnthinkaBot and Thinkable characters. The core product is still the same, with two decks of 52 cards for each team of characters, featuring character cards with the character's image, name, and powers.

  • Superflex Takes On Brain Eater and the Team of UnthinkaBots© 2nd Edition

    Social Thinking Superflex Takes On Brain Eater and the Team of UnthinkaBots© 2nd Edition

    The UnthinkaBot Brain Eater© uses attention-grabbing powers, DistractoBots©, to distract Social Town citizens' brains from focusing. Brain Eater and the DistractoBots can pull our attention away from what we are supposed to be doing, what others are talking about, or using our brains to focus on things at school or home. Fortunately, the Thinkable Focus Tron has powers (strategies) and tools that can help students learn organizational and planning skills to keep their minds tuned in. Teaching occurs through the lens of Superflex© Aiden as he shares what he's learning at the Superflex Academy© with readers.

  • Superflex Curriculum 2nd Edition Kit©

    Social Thinking Superflex Curriculum 2nd Edition Kit©

    Curriculum, Storybook and Visuals  This Curriculum is built around 14 different UnthinkaBot characters, who represent challenges all people face (grownups too!), and 14 Thinkable characters, who represent the flexible thinking and strategies that allow us all to manage these daily challenges. By activating "Thinkable" strategies, students transform into their own "Superflex" superhero character who allows them to self-regulate in various situations and meet their own personal and social goals. With hands-on activities, digital and visual supports, extension activities, and evidence-informed lessons, both students and educators have found this new Curriculum and Teaching Guide helpful in tackling social learning and self-regulation.

    $118.95

  • Superflex Bingo© (Social Thinking)

    Social Thinking Superflex Bingo© (Social Thinking)

    Superflex® Bingo enables students to practice identifying Social Thinking concepts and Superflex characters to strengthen their self-regulation and superflexible thinking powers. Students listen to a situation and figure out a Social Thinking© concept or Superflex character that fits the situation. The game is designed so that all players "win" by getting bingos during the session, alleviating behavior dysregulation that can often occur during competitive games. This package is comprised of 12 games in one, providing 12 different themed card packs to keep students engaged and learning. This is not a stand-alone teaching tool; do not introduce this game until your students have completed You Are a Social Detective!© and the Superflex© curriculum. (Ages 7-10)

  • Superflex and Kool Q. Cumber to the Rescue!©

    Social Thinking Superflex and Kool Q. Cumber to the Rescue!©

    Meet the Thinkable Kool Q. Cumber. Kool helps Social Town citizens stay calm when problems happen, and use strategies they learn to figure out the size of a problem and the expected reaction size. Aiden and his classmates present science projects, but Aiden's friend Sam becomes frustrated with problems throughout the day. As Sam feels his brain being invaded by Glassman, he uses the strategies he learned from Kool and the five Power Pals to calm down and have a reaction that matches the size of the problem. Ages 8-10 Ages 11-13

  • Superflex and Focus Tron to the Rescue!©

    Social Thinking Superflex and Focus Tron to the Rescue!©

    Meet the Thinkable Focus Tron. Wherever they are at school, or home, in the community, Focus Tron helps Social Town citizens remember to use their focusing powers to stay connected to what they're doing or what others are talking about. In the story, Sarah periodically get visits from the Unthinkable Brain Eater who distracts her thoughts away from her classwork, homework, and listening to the teacher. Thanks to a lesson from the Superflex Academy and assistance from Focus Tron and other Superflex pals, she learns strategies to keep her thoughts on track. Ages 8-10 Ages 11-13

  • Social Thinking and Me: 2-Book Set

    Social Thinking Social Thinking and Me: 2-Book Set

    Social Thinking and Me® is the perfect tool to introduce and teach core Social Thinking Vocabulary and concepts to older elementary school and middle school-age kids (ages 9-14). Includes (1) Social Thinking and Me Kids' Guidebook for Social Emotional Learning and (2) Social Thinking and Me Thinksheets® for Social Emotional Learning. In each chapter of book 1, kids are introduced to new Social Thinking Vocabulary concepts that help them think through the behavioral expectations embedded in social situations. Alongside the concepts, the book also offers strategies that give kids the tools needed to use these concepts in dealing with everyday social problems. Book 2 brings the concepts and vocabulary introduced in the Kids' Guidebook to life through 54 fun and instructive "thinksheets" that expand on the concepts and help kids learn to better understand how the concepts relate to them in their own everyday lives.

    $112.95

  • Social Fortune or Social Fate©

    Social Thinking Social Fortune or Social Fate©

    A Social Thinking Graphic Novel Ten social scenarios, each played out through the lens of Social Fortune or Social Fate® by visually demonstrating how a situation can change quickly based on how someone reacts within it. Each scenario begins with a mini-story that leads the protagonist to a decision-making point. If the decision leads to good feelings all around, this is considered "social fortune." If the protagonist's decision places everyone in an uncomfortable or frustrating situation, this is called "social fate." Social fortune and social fate decisions are depicted through unique 4-pictured comic strips. This book teaches the core concepts related to Michelle Garcia Winner's Social Behavior Mapping® (SBM).

  • Should I? or Shouldn't I? Expansion Pack Teen Edition

    Social Thinking Should I? or Shouldn't I? Expansion Pack Teen Edition

    A Game to Explore Social Interpretation, Group Expectations, and Social Problem Solving Double your teens’ fun and social learning with this expansion pack featuring 200 new Prompt cards and 100 new Challenge cards that extend play with fresh, age-specific social situations and topics—and are useful for play with savvy social learners who have memorized responses to the original cards in the game! This product is an add-on to the original game Should I? or Shouldn’t I? Revised Edition for Teens for players ages 12—18. (Game sold separately.) Social learners love playing this game so much they requested more cards—and we listened!

  • Should I? or Shouldn't I? Elementary School Edition

    Social Thinking Should I? or Shouldn't I? Elementary School Edition

    A Game to Explore Social Interpretation, Group Expectations, and Social Problem Solving | Revised Elementary Edition Motivate students ages 8-11 to explore social expectations and consider how they perceive, interpret, and emotionally respond to others’ actions and reactions. Use the cards to explore and discuss group expectations across a wide variety of social situations. Teachers, clinicians, and parents can gain information about which social concepts might need deeper teaching. This game leads to greater self-awareness and builds upon social competencies when players talk to each other about their shared social expectations! It also makes thinking and talking about social situations fun and allows kids to explore their own thoughts, perspectives, and behavior choices within a safe and consequence-free environment.

  • Should I? or Shouldn't I? Elementary School Edition Expansion Pack

    Social Thinking Should I? or Shouldn't I? Elementary School Edition Expansion Pack

    A Game to Explore Social Interpretation, Group Expectations, and Social Problem Solving Triple your students’ fun and social, emotional, and academic learning with this expansion pack featuring 200 new Prompt cards and 100 new Challenge cards that extend play with fresh, age-specific situations and topics. This product is an add-on to the original game Should I or Shouldn’t I? Elementary School Edition for kids ages 8-11. (Game sold separately.) Students love playing this game so much they requested more cards—and we listened!

  • Should I? or Shouldn’t I? Revised Teen Edition

    Social Thinking Should I? or Shouldn’t I? Revised Teen Edition

    A Game to Explore Social Interpretation, Group Expectations, and Social Problem Solving Revised and updated, this popular social learning card game provides the all-new Social Interpretation Scale to motivate teens to explore how they perceive, interpret, and emotionally respond to others’ actions and reactions and discuss group expectations across a wide variety of social situations. The new Teaching Guide and Instructions help educators, therapists, and caregivers shift students’ focus from discussing how someone behaved to instead learning about the power of one’s own social interpretation within a fun, safe, and consequence-free setting. This revised edition extends teaching the concept of the Social Emotional Chain Reaction (SECR), a Social Thinking® Methodology framework.

  • Rubber Brain (Flexible)

    Social Thinking Rubber Brain (Flexible)

    Students enjoy squeezing the small, blue rubber brains as the brains encourage them to think more flexibly and abstractly about the size of their problems and the choices they are making. Used in lessons that encourage flexible thinking, including those in the comic book curriculum Superflex® and Thinking About You Thinking About Me®, the brains offer a fun way to inspire our students to think about their social thinking and related skills. Flexible Thinking is Social Thinking® is inscribed on the brains to reinforce the lessons the students are learning.

  • Diary of a Social Detective©

    Social Thinking Diary of a Social Detective©

    Real-Life Tales of Mystery, Intrigue and Interpersonal Adventure The social world can be a mystery, even to the most savvy among us. While social relationships are frequently a source of joy and satisfaction, they can be a source of frustration and confusion -- downright. What is someone to do if their entire social world is a mystery? How is a person supposed to proceed in life without being able to understand why others act the way they do, or how they are supposed to behave in order to fit in with others?

  • 5-Point Scale Set of 3 Books

    Kari Dunn Buron 5-Point Scale Set of 3 Books

    This set of books by Kari Dunn Buron is an excellent resource for any parent library, school library, or professional's office. It includes 5 is Against the Law, 5 Could Make Me Lose Control and The Incredible 5-Point Scale books. Teaching self-regulation and anxiety management to individuals on the spectrum is complicated but these books make it so much easier!

    $114.95

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