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# 2 Girls And 1 Finger

The critical learning in this game is that numbers can be composed (or made) in different ways. You can make 5 with five fingers on one hand and zero on the other, or with four and one, or with three and two. These different combinations all make five. This helps children recognize that smaller numbers are part of larger numbers (e.g., 3 and 1 are two parts of 4).

## 2 Girls And 1 Finger

Numeral recognition. In preschool, children begin to connect what they are counting and how they are counting to written number symbols. They begin to understand how a quantity (number of blocks) relates to the number word (two) and to the written numeral (2). As children play dot card and finger games, you can bring these ideas together by pointing to a number line, number chart, or written numerals in your classroom. Encourage children to see written numerals as symbols to help them express what they are thinking and to easily communicate with others (writing 5 is quicker than drawing five blocks).

2. The players take turns tapping hands. The number of fingers out on your hand is the number of fingers that the other player must put out on the hand that you tapped. So, if your opponent taps your hand with three fingers out on their hand and you have one finger out, you add three fingers for a total of four fingers out.

I've never heard of this game, but I wanted to read this post because I'm always impressed/ find it really funny how my boys are able to come up with so many games and play with just their fingers. They pretend their fingers are all sorts of things and make them "talk" and do whatever.

I myself have played this game several times. There is an added rule that changes game play to add more moves (you noted the limited number of moves). Not only are you allowed to tap your opponent's fingers, but you can bump your own hands together to transfer fingers that are up. If you have three on one hand and one on the other, you can choose to bump your hands together and end up with two fingers up on both hands or four fingers up on only one hand.

We play this game at school. We have an added rule. If you only have one hand up, and it's an even number, you can split it. Bringing back your other hand. Example, you have a 2 up, and your other hand is out. You can use your turn to split it, and bring back your other hand. Giving you one finger on both hands.

In 1990, Maguire [17] reported a case of a 17-year-old boy who had injected his right index finger with 0.15 mg of epinephrine from an Epi-Pen injector. The finger became painful, pale, and cold. He was injected with 0.5 mg of phentolamine to each side of the digit, and 15 min later, color and warmth returned. There was no skin necrosis.

McCauley [18] reported a case in 1991 of a 28-year-old woman who accidentally injected her right index finger with 1:1,000 epinephrine from an autoinjector. Her digit became pale and cool with decreased capillary refill to the nail bed. She was treated with a digital block of lidocaine, topical nitropaste, and warm compresses with no change. She was then injected with 1.5 mg of phentolamine into the puncture site. Twenty minutes later, her digit was pink and warm with good capillary refill. No digital necrosis was seen at a 6-day follow up.

In 1995, Claudy [4] published a case of a 35-year-old asthmatic who injected his right index finger with 0.3 cm3 of 1:1,000 epinephrine from an autoinjector. His digit was cool and white with decreased sensation. Topical nitropaste was applied and the finger was wrapped with plastic wrap. Twelve hours later, he regained color and sensation. At follow-up he had minimal epithelial peeling of the finger, which was normal at 1 month.

In 1999, Sellens [22] published a case of a 9-year-old girl who injected her right thumb with an adult epinephrine autoinjector. The digit was cold, painful, tingling, and blanching. When application of nitropaste did not improve the finger, phentolamine was infiltrated locally with return to normal in 5 min. No necrosis occurred.

In 2002, Mrvos [19] published the largest series of case reports of accidental injection of epinephrine from autoinjectors in Maryland and Pittsburgh. She presented 28 cases that had been reported to the poison control center. Of these, only two patients received phentolamine, one got terbutaline, and in one, the treatment was unknown. All the other 23 cases received no treatment. There was no digital necrosis in any of the cases. Sensory loss occurred in one finger, which returned 3 h after injection with phentolamine; this was the only case in which sensory disturbance was described.

In 2005, Schintler [21] described a case of a 37-year-old woman who injected her index finger with an Epi-Pen. The injector penetrated the bone of the distal phalanx. She was treated with Augmentin and suffered no digital necrosis. Sensory loss was not mentioned.

Thirty minutes after 0.5 cm3 of 1:1,000 epinephrine injected into the long finger fat at the black dot, 0.5 cm3 of 1:10,000 epinephrine into the ring finger (blue dot), and 0.5 cm3 of 1:100,000 epinephrine injected into the small finger of the left hand (red dot). Note that the distal phalanx of the small finger is not pale, and that the long and ring fingers are completely white.

All three digits became very pale and cool from the finger PIP flexion crease distalward within 5 min, and all three digits became completely anesthetic, in spite of the fact that there was no lidocaine in the injectate. At 6 h and 15 min after the injection, the color and the feeling had completely returned in the small finger (1:100,000 epinephrine). At 10 h and 5 min after the injection, the color and feeling had completely returned to the ring finger (1:10,000 epinephrine). There was no significant ischemia reperfusion pain, nor was there any lasting numbness in either the small or ring fingers.

The types of treatment provided in 27 of the 59 cases that received treatment were variable. Although details in the reports were generally scarce, phentolamine was the most commonly used treatment, and this treatment appeared to have the most success at vasoconstriction reversal in those reports. Phentolamine is an Î± blocker that was introduced as a catecholamine vasoconstriction rescue agent in 1957 [32]. This drug has long been clinically recognized as the catecholamine extravasation vasoconstriction Î± receptor reversal agent of choice [9]. This is consistent with the experimental evidence, which has shown that 1 mg of phentolamine in 1 cm3 of saline reliably completely reverses epinephrine vasoconstriction in the human finger in an average of 1 h and 25 min after injection of the phentolamine where 1:100,000 epinephrine was injected, whereas it takes an average of 5 h and 19 min for the epinephrine-injected fingers to return to the same color as the other fingers after the injection of saline instead of phentolamine [20].

To treat or not to treat high-dose epinephrine injection injuries was far from uniform in the 59 reported cases. In the 32 nontreated cases, there were no permanent sequelae. Four of the reports [4, 7, 27] described a persistent sensory loss, the most carefully documented one being the case report described in this paper. In this case, the neuropraxia took 10 weeks to resolve. Ischemia reperfusion pain was also carefully documented in this case. It would be logical but pure conjecture to conclude that treatment of the injection injury may have prevented the neuropraxia or ischemia reperfusion pain. It would also be conjecture to assume that those 27 cases that received treatment did not suffer persistent injury because of successful treatment. The necessity to treat high-dose finger epinephrine injection therefore remains undetermined.

Nevertheless, because is has been well shown that phentolamine decreases the duration of epinephrine-induced vasoconstriction time in the human finger, it is the opinion of the authors that treatment of high-dose epinephrine injuries with 1 mg/kg of phentolamine may be of value to decrease ischemia reperfusion pain and possible neuropraxia, as well as possibly decreasing the possible risk of ischemic injury in patients with preexisting finger vascular insufficiency.

Clinodactyly is a minor bone malformation where your finger curves at the joint closest to your nail and bends toward your other fingers like a hook. It most often affects your fifth digit (pinky finger), but it can happen to any finger or toe. The curve is the result of your finger bone growing in a different shape than it should. It may be present at birth or it may happen as a result of injury to a growing finger in childhood.

Clinodactyly can occur because of an injury that happens to your finger when your bones are still growing. It can stunt the growth of your finger bone. Instead of growing in the normal rectangular shape, the bone grows into the shape of a wedge.

Your healthcare provider will diagnose clinodactyly after reviewing your medical history and physically examining your finger. They may take an X-ray of your hand to get a better look at the bones inside your finger and test your range of motion (flexibility test) to see how well you can move the joint in your finger.

Being the passive recipient of a finger is at best boring, at worst painful and bloody, particularly afterward. Best-case scenario you find yourself having fun and at very, very best, have a very sexy experience. It is unlikely this fingering will be very sexy, since it is your first, so you may as well make it fun while preparing for an underwhelming experience.

Your sexuality is your responsibility and only you can make sure it always feels good. This means any fingering needs to be directed by you, not the other way around, which means understanding your sex for yourself.

The Coca-Cola Company referenced the video in a 2010 promotional campaign for Dr Pepper on Facebook. The promotion, which was open to minors,[33] allowed Facebook users to let Dr Pepper publish embarrassing status updates on their profiles in exchange for a chance to win \$1,000. One of the possible status updates was "I watched 2 girls one cup and felt hungry afterwards".[34] Jim Edwards of BNET said that Coca-Cola has full responsibility for allowing the situation to occur, arguing that Coca-Cola selected an advertising agency that openly advertised "profane" advertising campaigns and that the Coca-Cola executive who approved the 2 Girls 1 Cup line failed to do research on what the name meant.[34] The Coca-Cola Company later terminated its relationship with the digital marketing agency responsible for the campaign.[34][35]