Confidence Cards

Confidence Cards

Confidence cards can help students build confidence through active listening and understanding.

You should have 50 confidence cards in your confidence card’s pack.

Confidence Cards

Here are 10 confidence card games that you can play with individual students or across your entire classroom to build confidence. As there are 50 cards in your confidence card pack, you can make many more games!

Be creative, have fun and enjoy learning!

Lucky Dip

Charades

Match the Moment

Poster Crew

Two Truths and a Boost

Confidence Relay

Would You Choose…?

Mini-Skits of Strength

Teach the Teacher

Confidence Countdown

Lucky dip 2.0

Face up

Goal Getter

Choose your vibe

Story Spark

Story Spark Chain

Story Spark Swap

What Went Well

Pick your thanks

Design the deck

Growing Edge

The Mirror Game

Skill Swap

Strength or Skill BINGO

Build the Team

Spark Card Fusion

Spark Quest

The Mentorium

Spark Story Builder

Spark Circle Walk

Lucky Dip

Students sit in a circle. One student picks a random confidence card and reads it aloud.

– The Challenge:

Everyone must complete or demonstrate the prompt (e.g. Say one thing you’re proud of, Try a power pose, Share a small win).

– Why it works:

Low-pressure, high-impact confidence boosters.

Charades

A student picks a card and acts it out silently.
The class guesses the confidence strategy (e.g. stand tall, ask for help, try again, positive self-talk).

Fun variation:

Use a 30-second timer.

Match the Moment

Give students simple scenario cards (e.g. You’re nervous for a test, You want to try out for a team).

Students then select a confidence card that fits the scenario and explain why.

Extension:

Students rank their top 3 strategies for that scenario.

Poster Crew

In small groups, students pick 3–5 confidence cards and design a How We Show Confidence poster for the classroom.

Outcome:

Student-created displays they are more likely to use and believe in.

Two Truths and a Boost

Students read three confidence-related statements:

– Two things they already do.
– One strategy they want to try.

Class guesses which one is the new confidence boost.

Great discussion starter about strengths and growth.

Confidence Relay

Set up 3 – 4 stations with different cards.

Teams rotate through, performing each confidence prompt (e.g. Share something you’re good at, Try a brave voice, Give a compliment).

Goal:

Build confidence through movement and teamwork.

Would You Choose…?

Students draw two confidence cards and choose which one they’d use when:

– Trying something new
– Speaking in front of the class
– Making a new friend

Allows students to:

explore what confidence looks like for them.

Mini-Skits of Strength

In groups, students pick one card and create a 15–30 second skit showing someone using that confidence strategy.

Example:

A student hesitating to try something → using self-talk → giving it a go.

Teach the Teacher

A student selects a card and becomes the teacher.
They explain the strategy and guide the class through a mini activity (e.g. Everyone stand tall and breathe deeply).

Why it works:

Students feel empowered and practise leadership.

Confidence Countdown

Choose one confidence card and set a 30–60 second timer. Students silently practise the strategy until time is up.

Use anytime:

Before presentations, after breaks, or before assessments.

Lucky dip 2.0

Cards are placed face down. Students choose a card and can either:

– Name an example of a time they have used that skill or strength.

– Name someone else who displays the strength or skill

– Suggest a way they could practice that strength or skill

Describe what it would look like and or sound and feel like to observe someone else, or be using that strength or skill themselves.

Anything else that you or your colleagues and students can think of when picking up.

Face up

Cards are face up, so you can see the strength/skill.
At the end of a lesson/day/unit, students choose a card (or series of cards) that represents: 
 
– how they feel
– a skill/strength they used 
– a card for before and a card for after 
– something else of your choosing. 

 

Goal Getter

Students choose a card that is a strength or skill you’d like to work on. You may want to keep it, or a picture of it handy as a visual reminder.

Choose your vibe

Students choose a card they use to describe the way they feel or would like to feel and keep it close by for the day. At the end of the day or lesson, reflect on how it went.

Story Spark

When a student is stuck on a writing or creative task, they can choose a card, or a series of cards to help them start. They could use the image or create a character around the skill or strength they choose. 
 
Option:
 
Each students chooses or is dealt a card to then write or create a story related to the image or skill/strength on the card. 

 

Story Spark Chain

Students all get a card. Someone then starts a story with a sentence relating to that skill/strength. The next person builds on the story with their chosen card and so on.

Story Spark Swap

Each player draws one card at random and tells a story as if that were their superpower. They could be funny or sincere, real or fantasy depending on context and your crowd.

What Went Well

You or your student/s choose a card at the start of the day and keep on display. At the end of the day, every student thinks of a way they have used that skill or strength throughout the day. Alternatively, they could also say how they saw someone else using that skill, making sure everyone hears their name to ensure fairness.

Pick your thanks

– A gratitude game 
 
This version of the game is about choosing a card as part of a gratitude practice, perhaps to spark reflection or sharing things you’re thankful for. Either everyone reflects on the same card, or chooses a skill or strength, or the adult uses the deck as reminders so that you can express gratitude when you see a student practice that skill or strength. 

Design the deck

A game where players create their own version of a card, by drawing, writing, or collaging something personal, symbolic, or creative. This could be their favourite card, or to introduce critiquing, students can choose a card they believe they can improve, giving reasons why, and designing their new and improved version.

Growing Edge

Lay out cards. Each player picks:
One strength they already have, and one they’d like to grow into. Discuss how to bridge from one to the other. 

The Mirror Game

A student may stand up, perhaps tell a story or share something that they have done, or a challenge they have faced. Other students pick cards they see as strengths in them. Great for confidence building and practicing active listening.

Skill Swap

Students pick one strength they have and one they’d like to learn. Students then partner up with someone whose “have” matches the other persons “learn.” Students then share how they could support each other.

Strength or Skill BINGO

Each player gets a bingo sheet with different strengths listed. As they spot strengths in others during a discussion or activity, they mark them off.

Build the Team

Lay out a scenario (e.g. starting a project or surviving on Mars). Everyone selects cards representing the strengths/skills they’d bring to the team. Discuss how they fit together.

Spark Card Fusion

Students pick two random cards and imagine a new profession, invention, or character that combines them. For example, empathy + organised = Emotional Architect.

Spark Quest

Assign each player a “mission” (such as solve a current problem, a hack-a-thon) and have them pick 3 cards that represent the strengths/skills to complete it.

For example:

“You must rebuild a lost city using the strengths of adventurous, resourceful and fair — go!”

The Mentorium

This activity is designed to encourage peer learning and recognition. Everyone picks a card they’re strong in and offers to mentor that skill to another player for the day/week.

Spark Story Builder

Draw 3 cards, lay them out. Players create a short story that includes all three cards.

They can use the cards as character strengths, or as a skill the character needs to solve a problem.

Spark Circle Walk

Spread cards in a big circle on the floor. Players walk around until music stops. Players pick up the closest card, and can say something about how that card relates to them.