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4.

Word Jumble Race

This is a great game to encourage team work and bring a sense of


competition to the classroom. No matter how old we are, we all love a
good competition and this game works wonders with all age groups. It
is perfect for practicing tenses, word order, reading & writing skills
and grammar.

Why use it? Grammar; Word Order; Spelling; Writing Skills


Who it's best for: Adaptable to all levels/ages

How to play:

This game requires some planning before the lesson.

Write out a number of sentences, using different colors for each


sentence. I suggest having 3-5 sentences for each team.
Cut up the sentences so you have a handful of words.
Put each sentence into hats, cups or any objects you can find,
keeping each separate.
Split your class into teams of 2, 3, or 4. You can have as many
teams as you want but remember to have enough sentences to
go around.
Teams must now put their sentences in the correct order.
The winning team is the first team to have all sentences
correctly ordered.

6. Pictionary

This is another game that works well with any age group; children
love it because they can get creative in the classroom, teenagers love
it because it doesnt feel like theyre learning, and adults love it
because its a break from the monotony of learning a new language -
even though they'll be learning as they play.

Pictionary can help students practice their vocabulary and it tests to


see if theyre remembering the words youve been teaching.
Why use it? Vocabulary
Who it's best for: All ages; best with young learners

How to play:

Before the class starts, prepare a bunch of words and put them
in a bag.
Split the class into teams of 2 and draw a line down the middle
of the board.
Give one team member from each team a pen and ask them to
choose a word from the bag.
Tell the students to draw the word as a picture on the board
and encourage their team to guess the word.
The first team to shout the correct answer gets a point.
The student who has completed drawing should then nominate
someone else to draw for their team.
Repeat this until all the words are gone - make sure you have
enough words that each student gets to draw at least once!

4. Pink toe
The teacher calls out a colour and a body part. Students must find an
object in the room that has that colour and then touch the object with
the selected body part. For example, if the teacher calls out red
nose, students need to find an object that is red and touch it with
their nose. The teacher continues calling colours and body parts.

To spice things up, you can add an element of competition to this


game. Students that are too slow in completing the task can be asked
to sit down. The last remaining student is the winner.

11. Likeable Lucie


Students think of an adjective to describe themselves. The adjective
must suit the student and must also start with the first letter of their
name.
The students have to memorize every name. The first student just
says his name, but the second and the rest of the students have to
name the previous names before saying their name. The last
students will have to do the hard work.

Guess what is written on my back

Everyone sits in a circle, and learns the 3 commands and their


movements.

1) Ah! the person says Ah loudly, and puts their left or right hand
across their forehead in a saluting motion, with fingers pointing at the
person next to them.

2) So! - the person says So loudly, and puts their left or right hand
across their chin in a saluting motion, with fingers pointing at the
person next to them.

3) Gi! the person puts both arms together in front of them in a


clapping motion and points to someone else, anywhere in the circle.

The phrases must always go in that order, and each phrase needs its
correct hand motion. You go when you are pointed at by someone
next to you using Ah or So, or by someone across from you using
Gi. When you are Gied at by someone you start the sequence
over again.
When someone makes a mistake (ie, goes out of order, uses the
wrong hand motion, hesitates in confusion for too long) they are out.

When someone gets out, each member of the group puts a hands in
the middle with thumbs up, and calls "You're outta here!" - like a
baseball umpire.

That person leaves the circle and the group closes in the space. The
person who was on right side of the exited person starts the
sequence again, by saying "Ah!" and pointing to the left or right.

The game continues until there are two people left.

NAME OF ACTIVITY:

Heart Smart

GRADE LEVEL: 2-5

UBJECT AREA:

NC STANDARD COURSE

OF STUDY OBJECTIVE

NUMBER:

ORMATION: Standing at desks

QUIPMENT: None

RULES/DIRECTIONS: 1. Teacher will discuss the heart:

Where is it located? Left side of the chest.


What size is it? Size of a fist.

Function? Deliver blood to the body.

What strengthens the heart? Jumping, swimming, jo

out each activity)

What weakens the heart? Inactivity, smoking, unhea

2. Teacher calls out a habit that strengthens or weakens the

3. If the habit strengthens the heart, students will respond

seconds.

4. If the habit weakens the heart, students will respond by f

for 5 seconds.

Riding a bike - jump

Eating 4 pepperoni pizzas - fall

Walking your dog - jump

Smoking cigarettes fall

Never going outside to play and watching TV all the

Dancing with your friends jump

Skating jump

Never eating fruits/vegetables fall

Riding a scooter jump

Shooting baskets jump

Playing PlayStation fall

Eating fast food fall


Raking the leaves - jump

Washing the car jump

Taking the stairs jump

Taking the elevator fall

Swimming jump

Eating potato chips and Twinkies fall

NAME OF ACTIVITY:

Silent Signs

GRADE LEVEL: 4-5

SUBJECT AREA:

NC STANDARD COURSE

OF STUDY OBJECTIVE

NUMBER:

FORMATION: Standing at desks

EQUIPMENT: Map

RULES/DIRECTIONS: 1. Teacher chooses 1 student to go to the map.

2. Teacher chooses location (state or country) a

the student at the map (can write location on

3. Class uses movement without talking to guid

East: knee lifts


West: jumping jocks

North: raise the roof

South: squats

4. Repeat with new location and new student.

Dead Fish

What do Dead Fish do? Exactly nothing! Explain that the rules are
to be the best Dead Fish by being as lifeless as they can. Give them
a few seconds to get all the wiggles and laughs out. As soon as you
start, walk around and tag people out that are moving or laughing.
Allow those that are out to help you by trying to get people to laugh
and respond.

How Long Is A Minute?

How Long Is A Minute?


A quick time filler, ideal to calm a group down.

Tell the campers that you are going to time a minute on your watch.

The campers have to raise their hand when they have counted a minute in their heads.

The closest one is the winner.


T
his game can be extended to two minutes (or any other length of time) when the children get
good at it.