“Learning - Just for the Fun of It”
Program Overview
Importance of Games and Fun in the Classroom
“What did you learn today?” One Great
Lesson Everyday
Whole Class Silent Response
Sit Down / Stand Up Finger
Spelling using American Sign Language
Whiteboards Number Cards
Mathematics
Place Value Game Dice
Activities Pig - Probability Game
Palindromes - Addition Practice Race
to 20 - Oral Logic Game Salute - Practice Math Facts
Spelling
Strategies to introduce a list of words
Spelling Baseball
Knowledge Across the Curriculum
Question and Answer Game
Resources
Published Resources Internet
Games and Activities Commercial Games and Puzzles
Budget
“Learning - Just for the Fun of It”
Students learn best when they are comfortable in the classroom and are having fun. They will be 100% focused on an activity when they want to participate. “Learning - Just for the Fun of It” is a collection of high interest games and activities which will motivate students to practice and learn academic concepts and skills. Students will experience learning as an enjoyable activity rather than work.
It is the teacher’s responsibility to make the classroom a psychologically ‘safe’ environment. Students will then feel safe to ask questions and make mistakes. Teachers must emphasize that getting something ’wrong’ or being confused is part of the learning process.
When this level of comfort is reached and maintained then “fun” becomes part of the learning process.
Teachers, starting from the moment the students enter the classroom, must instill in their students’ minds that their job is to learn. Students should be made aware that they are learning many things everyday, and not just from directed teacher instruction. Therefore, at the end of the day students should be able to respond to the question, “What did you learn today?” At the end of everyday I ask this question as a review of the day’s lessons. Students may respond with anything they now know, that they did not know when they left home this morning.
Elementary teachers present from five to ten lessons a day. Upon reflecting on their day’s instruction, they may feel stress because some of those lessons were more effective than others. This has to happen. In planning the day, the teacher should be sure there is always “One Great Lesson Everyday”. This is the one where the students learn the objective, actively participate, and want to leave the classroom and tell their friends and relatives about it. This “One Great Lesson Everyday” can be the standard with which the teacher can measure himself or herself daily. “Learning - Just for the Fun of It” may be that great lesson. I assure you, making learning fun will make teaching fun.
Whole Class Silent Response
In order to obtain 100% participation in an interactive whole class questioning activity the teacher must use techniques to allow the entire class to respond silently. Using these techniques gets, and keeps, everyone involved. Depending on the age and the activity, these ‘games’ should be used for five to ten minutes. They may used be in all subject areas, and are only limited by the teacher’s creativity.
Sit Down / Stand Up
This game allows students to move in response to
questions that have only two choices for the answer. For example; is the number
odd or even?, the word a noun or a verb?, or do you add or subtract to solve a
given word problem? This allows the teacher to provide for some student movement
while lessons continue.
To play, the teacher writes ‘Sit Down’ and ‘Stand Up’
separately on the board. Then next to each command the teacher writes what is
the answer to have the student ‘Sit Down’ or ‘Stand Up’. For example, he could
write ODD next to ‘Sit Down’ and EVEN next to ‘Stand Up’. Then he
would say a number, “14”. The students would then ‘Stand Up’ because it is an
even number. Then “5”, and the students would ‘Sit Down’. Repeat using a variety
of numbers. The fun starts when the teacher repeats the same direction;
“7“, ‘Sit Down’, “21“ ‘Sit Down’, “437“ ‘Sit Down’ over and over, and speeds up.
Students that may not have the skill will catch on as they
copy and try to keep up with the activity. The game becomes an immediate
assessment as the teacher can observe if the students cannot follow the
direction because they do not ‘have’ the required knowledge or understanding.
Finger Spell Using American Sign Language
Students can respond to questions requiring a one letter response by using finger spelling. For example, the teacher could be assessing the students’ ability to classify words as nouns or verbs. The teacher would say a word, “cow”, and the student would either make the sigh language symbol of N, noun, or V, verb. This technique could be used with several possible letter responses, such as Liquid, Gas, or Solid; Carnivorous, Herbivorous, or Omnivorous; and Land, Water, or Sky.
In math you could compare two numbers, fractions or decimals and have the students finger spell ‘L’ for Less than, ‘G’ for Greater than, or ’E’ for Equal to. For example 3 + 4 is blank 2 + 7; 3/4 is blank 1/2; or 1/4 is blank .75. This could also be used to practice measurement values such as 2 cups is blank one pint or 4 feet is blank one yard.
Whiteboards
Students may use individual whiteboards to write their
response and show it to the teacher. Students may use an old sock placed over
their hand as an eraser. To help students show the whiteboard correctly, using a
sharpie marker place an arrow pointing to the top on the back of the board.
Students’ responses may be a letter, a number, a geometric
shape, a math symbol, a word, a smiley face, or any symbol the teacher
introduces as the response. For example, if the social studies question is, “Is
the body of water a river, a lake, or an ocean?” The answers may be wavy lines
for a river, a big wave for an ocean, and a circle for a lake. In math the
students could write the <, >, or = signs or just write numerical answers.
Commercial whiteboards may be purchased from $4.00 to $6.00
each. However, a less expensive alternative that works just as well, is shower
board which may be purchased by the large sheet at a home improvement store such
as Home Depot. Many stores are willing to cut it at no cost, and these
whiteboards will cost approximately $0.60 a piece.
Number Cards
Students can make playing card size cards and place the
digits 0 - 9, one digit on each card. Older children may use 2 sets at once. The
students can now hold up the numbers in response to math questions. For example,
practice multiplication facts with the students holding up the 2 digit answers.
For example, 3 X 7 = ?, and the students hold up cards 1 and 2 for 12. Or create
number patterns and have the students show the next number or numbers to
continue the pattern. For example, 5, 11, 17, ? and the students hold up cards 2 and 3 for 23.
A smaller set of cards, 1 centimeter squares, can be made and
used for students to place the answers on their desks. This works well to
practice place value when longer numbers are called for. For example, “Show the number 142, 675.”
For storage, place the cards in a zip-loc bag or a film canister.
Mathematics
Place Value Game
Dice Activities
Dice are now available beyond the traditional cube with numbers 1 - 6. There are dice with 1 - 10, 1 - 18, and a die within a die. You may also buy blank dice and customize them to your needs.
Dice are perfect for math facts practice. This activity is good to schedule for the entire class, or use it as an activity for those students who complete their classwork. Always be sure that all students get to participate in the activity, allowing those who do not work as quickly to complete a few less written examples as classwork and then move onto the dice.
To practice math facts, addition, subtraction, or multiplication, students are given a pair of dice and toss them, noting the numbers thrown. They then quickly pick up the dice and perform mentally the selected operation. For example to practice addition, the student tosses a 4 and a 2, quickly picks up the dice, then adds 4 and 2, and answers 6. Students may work in pairs to check each other’s answers.
Another variation would be to use 2 different colored dice, giving the student 2 dice of one color and one die of the different color. Now roll the three dice. Students may 1) add the 3 dice, 2) add the 2 dice and subtract the third, 3) multiply the 2 dice and add the third, and 4) multiply the 2 dice and subtract the third.
Dice may also be used to create individual math example using the numbers thrown. Students can throw 2 dice to create 2 digit numbers for addition, such as a 4 and a 3 make 43. The dice may also be thrown to create fractions for comparison, addition, or reduce to lowest terms.
Pig - Large group probability and statistics game
Pig is a game that is played by the whole
class at the same time. Students must take risks and be lucky to score the most
points. The game requires an overhead spinner numbered 1 to 6, or a die may be
used. The students number their papers from 1 to 6, or however number of rounds you wish to play.
Points are scored by the number that is spun on the spinner.
After each spin, each player has a chance to sit down and keep all the points
earned for that round. Or the player may remain standing and gain the points on
the next spin. Play continues until a SIX is spun. If a SIX is spun, all those
remaining players, those standing, now have zero points for that round. Then the
next round begins and play is repeated.
At the conclusion of all the rounds the player with the most points wins.
Game play
Round 1
1. Spin the spinner. A 4 is spun. All students write a 4 next to #1 for Round 1.
2. Now students must decide either to sit down with 4 points or remain in the game for another spin.
3. Spin the spinner. A 3 is spun. All students write a 3 next to the 4 for the first round.
4. Now students must decide either to sit down with 7 (4+3) points or remain in
the game for another
spin.
5.Spin the spinner. A 6 is spun. All students still playing now have a ZERO for round 1.
Each round continues until a 6 is spun or every student sits down.
Begin Round 2
You can add statistics to the game by having teams of 4 - 6 players. Students can then calculate total team scores and average players’ scores within their team for each round and then for the entire game. Maybe the winning team would be the team with the highest average players’ score?
Palindromes Activity - Addition Practice
Palindromes are words, phrases, and sentences that are read the same backwards and forwards. Some palindromes are mom, level, a toyota, nurses run, and the most famous written about the Panama Canal, “A man, a plan, a canal, Panama!”
Numbers can also be palindromes. Some number palindromes are 44, 252, 34543, and 714417. Once this is explained to the students, the fun and addition practice begins.
Start with a 2 digit number. To get its palindrome you take the 2 digit number, let’s use 14, and add its digits to the number, reversing them, 41.
14
+41 (1- 4 reversed)
55 A palindrome!
Try 35
35
+53 (3 - 5 reversed)
88 A palindrome!
Now, they all are not just one step. Some require 2, 3, or many more steps. For example:
37 58 78
+73 +85 +87
110 143 165
+011 +341 +561
121 Palindrome!
484
Palindrome! 726
Needs another step
+627
1353 Needs another step
+3531
4884 A palindrome!
Will it work starting with 3 digit numbers?
You can also use this activity for calculator practice.
Race to 20 2 Player Oral Logic Game
Object: The player who says “20” wins.
How to play: Players alternate turns
Starting at “1”, the players count up to 20.
On each turn, the player may count (say) one or two
numbers.
Examples: Read Down
Bob says: 1 OR Kim says: 1, 2
Tom says: 2, 3 Jan says: 3, 4
Bob: 4 Kim: 5
Tom: 5, 6 Jan: 6, 7
Bob: 7, 8 Kim: 8, 9
Tom: 9, 10 Jam: 10
Bob: 11 Kim: 11, 12
Tom: 12, 13 Jan: 13, 14
Bob: 14 Kim: 15, 16
Tom: 15, 16 Jan: 17
Bob: 17 Kim: 18
Tom: 18 Jan: 19, 20
Jan Wins!
Bob: 19, 20 Bob Wins!
This game may be played anytime, anyplace; for example, when the class is waiting in line to enter the theater on a field trip.
Salute - Mental Math Game
Salute is a game used to practice basic addition,
subtraction, multiplication, and division facts. The game uses a regular deck of
cards (or make number cards) using the cards’ values. Aces are 11, all number
cards are worth their number, and face cards are worth 10. You may remove cards
from the deck as you see fit and change the values of the face cards, e.g. Jacks = 12, Queens = 15,
and Kings = 20.
The game requires 3 players; one child is the ‘Calculator’ and the other 2 students “Salute”.
1) Divide the cards in half and give each ‘Salute’ student a stack, half the cards.
2) When the calculator says “Salute”, each student takes
the top card face- down from the deck and
places the card next to his forehead
in a manner that he is saluting the ‘Calculator’ and his
opponent. The students
“Saluting” should be able to see their opponent’s card and not be able to
see their own card.
3) For addition, the ‘Calculator’ will add both the cards
and state out loud the sum of the two cards.
For example, one student has a 4
and the other has a 7. The ‘Calculator’ says “11”
(the sum of 4 and 7).
4) Each student must mentally calculate the value of his
own card using his opponents card’s value,
the only card he can see. For
example, the student holding the 7 has to think 4 + ? = 11
or 11 - 4 = ?.
5) When the student calculates his own card he says it out
loud. The first student to identify correctly
his own card is the winner and
takes both cards.
6) Play continues until all the cards are played or you may set a time limit.
The students who ’Salute” must rotate and take their turn being the ‘Calculator’ .
The game may be used with younger students by using only the cards from 1 to 5. Then as their abilities improve, you can add the number 6, and so on.
Spelling - Ways to Introduce a List of Words
These activities are used on that typical Monday to introduce a new spelling list. Using these techniques will help the students focus on the length and spelling of the words. As each word is solved the teacher may then discuss the meanings and uses of the words.
All the activities begin with the typical hangman blanks, one blank for each letter.
___ ___ ___ ___ ___ for the word “BLANK”
From there the thinking, and the fun begins.
Strategy 1 - Play Hangman or Wheel of Fortune This can take quite a while.
Strategy 2 - Place all the vowels or all the consonants in the blanks.
Strategy 3 - Place the letters one-by-one starting from the end to the beginning
Strategy 4 - Place only the first and last letter, then fill in the letters
form both ends to the middle
Strategy 5 - Place only the alternate letters
Strategy 6 - Give synonyms or antonyms
Clues
When students cannot guess a word by the letters revealed
you may give clues by giving a brief definition or use the word in a sentence,
though do not make it too easy. Also, you can give the number of syllables in
the word. For my fourth graders I like to use ‘awkward definitions’, a usage of
the word that they may know, but is not the most common meaning of the word. For
example, for the word ‘blank’ I would say, “You can draw one of these.”
To maintain interest and participation, when a student guesses the word I put the students’ initials on the board. For repeated correct guesses I put a check by their name. I also give students credit for words that fit the blanks and are spelled correctly even though it is not the spelling word.
For example, _B_ ___ ___ ___ _K_ for BLANK,
I
would give students credit if they said “blink” or “black”.
Spelling Baseball
Spelling baseball is a whole class game that is an alternative to the usual
spelling practice or spelling bee. Students still spell words, but if they spell
it incorrectly they are out and when they spell it correctly they get to ’run’
the bases and maybe score a run.
To play, the teacher must make 4 stacks of words, one word written on each
small piece of paper. Each stack represents a hit; single, double, triple, or
home run. Therefore the easiest words are singles, little more difficult are
doubles, difficult words are triples, and the most challenging words are home
runs. Teachers can find words for this activity by looking at their spelling
book series above and below their grade level, Word Wall Lists, or online at Everyday Spelling Lists Grades 1 - 8,
http://www.everydayspelling.com/lists/listindex.html.
Students are divided into two teams, and like in baseball, the teams come up
to ‘bat’. When a student comes up to bat he chooses a stack to select a word.
The teacher reads the word to spell. If he spells it correctly he goes to the
appropriate base in the classroom. If a player is already on base he moves up
the number of bases of the word. For example, if there is a player on second
base and the speller gets a single the player at second moves up one base, to
third. If the player is on second base and the speller gets a double, the player
on second moves up two bases and scores a run. If the player incorrectly spells
the word then it is an ‘out’, When there are three outs the other team comes to
bat.
Once the students learn the game, it can be run by a student who would be the umpire, word caller. Doing this will allow the teacher to work with a small group of students while the rest of the class is actively engaged in an academic game.
Knowledge Across the Curriculum
Question and Answer Game
I did not keep score for this game, but you can easily develop a scoring system.
At the end of each quarter I used this game as a review of science and social studies. For homework, I gave each student 6 small sheets of paper to take home and write a question on each that we covered in the subject area. On the back of the sheet they had to write the answer. (They can take home their textbooks.) Their homework questions became our game questions. Of course many of the questions are repeated which is O.K.
We did science questions and social studies questions on separate days.
You could use this system to actively practice math facts and perform mental math exercises
Resources
Games and Puzzles
Budget
