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Engaging Classroom Games for Learning

The document describes activities that can be used for developmental reading, including Family Feud, Pyramid, and Hangman. Family Feud and Pyramid are group games where students are divided into teams and earn points by guessing survey answers or having their teammates guess categories/words. Hangman is an individual game where students guess letters to complete a hidden phrase before a hangman is drawn. Suggestions are provided for modifying the games, such as changing sounds effects. The activities are meant to motivate student participation and practice reading in a fun way.

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0% found this document useful (0 votes)
22 views5 pages

Engaging Classroom Games for Learning

The document describes activities that can be used for developmental reading, including Family Feud, Pyramid, and Hangman. Family Feud and Pyramid are group games where students are divided into teams and earn points by guessing survey answers or having their teammates guess categories/words. Hangman is an individual game where students guess letters to complete a hidden phrase before a hangman is drawn. Suggestions are provided for modifying the games, such as changing sounds effects. The activities are meant to motivate student participation and practice reading in a fun way.

Uploaded by

Olive Orpilla
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Republic of the Philippines

Tarlac State University

College of Education

Villa Lucinda Campus, Tarlac City

Developmental reading
(ACTIVITY)

Submitted by: Cindy Manuel

Beed 3-2

Submitted to: Lyndon Q. Macanas


Reflection

These activities that I prepare are can apply in any topics or in a discussion werein you can add
same question or another kind of tricks that capable in this game. It can use after or in the
middle of the discussion that motivate them to participate not only in the activities but also in
times of discussion. Who doesn’t like to play classroom games? Not only are games fun,
interactive, and social, but they're also great tools for learning.

GROUP ACTIVITIES

FAMILY FEUD

INSTRUCTIONS FOR PLAYING FAMILY FEUD

1. Divide the class into two teams.


2. One member of each team faces the other in a face-off as the teacher reads the
question off the game board.
3. The team that buzzed in with the correct answer receives control of the board and has
the option of playing or passing control to the other team.
4. The team that has the control tries to reveal all of the correct answers to the question
before receiving three strikes. (If the answer is not on the board, click the Try
Again button.)
5. If the team receives three strikes without clearing the board, control is passed to the
other team.
6. The team that now has the control is able to give one answer in the hopes that it
is found on the board.
 If it is, points are added to the team’s score.
 If not, the other team gets the points.
7. Points are collected as each team finds its answers to the question on the board. (Click
the Score button to add points to the appropriate team’s score.)
8. Continue the game repeating steps two through seven.
9. Each team tries to collect the most points. The team with the most points wins the
game! (Click on Team 1 or Team 2 on the Score slide to move to the You’ve Won slide.)
MODIFICATION SUGGESTIONS

Add/change sound effects. Bring a bell or something similar to make noise to decide who
answered the question first.

PYRAMID

INSTRUCTIONS FOR PLAYING PYRAMID

1. Divide your class into two teams. You will need to designate one person on each team
as the "clue giver". The “clue receiver” can be either a whole team or an individual
member of the team.
2. Have the team decide which category they would like.
3. Click on the category to view the question.
4. The “clue giver” will then need to look at the computer screen. It is important that the
team or team member receiving does not view the screen.
5. The “clue giver” or teacher will click once on the New Word button to receive a word
and then gives clues (explanation) to the receiver, who guesses the word. The word or
form of the word may not be used in the clue. (The “clue giver” will have 30 seconds to
give clues.) The “clue giver” will continue until time runs out or all the words have been
revealed.
6. The team is awarded a point for each clue answered correctly. Click the SCORE button
and add the total number of points to the appropriate team’s score.
7. The team with the most points gets to go to the Lightning Bonus round.
8. In the bonus round, the "clue giver" is giving clues trying to get the receiver to state the
categories given on the screen. (The clue giver will have 60 seconds to give clues.)

MODIFICATION SUGGESTIONS:

Add/change sound effects


INDIVIDUAL ACTIVITIES

Around the World

This might be my favorite time filler, quick game. Around the World works best with a set of
flashcards – can be math, vocab, sight words, or spelling.

You have all your students stand up, the first student stands next to the student behind them.
You show a flashcard and whoever is the fastest to say the correct answer moves on. The idea
is to be the best in the whole class.
For a bonus, if a student makes it all the way around the room then they get to go against me.
They LOVE this. “What, beat Mrs. Pak?!!?” Since I’m the teacher and I know the answers
faster, I give them 3 tries to beat me. If they beat me, then the next time we play around the
world they get to be the ‘teacher’.

HANGMAN

INSTRUCTIONS FOR PLAYING HANGMAN

1. Play individually or in groups.


2. Have the student select a letter of the alphabet.
3. If the letter is contained in the word/phrase, the group or individual takes another turn
guessing a letter. To reveal a letter (depending on which slide template is used), either:
 Click on the square with appropriate letter in it to reveal the letter within the
word/phrase (used with slides 1 and 2)
 Click on the letter in the alphabet area which will then trigger the letter to be revealed if
it is contained in the word/phrase or change the color of the Try Again button indicating
that the letter is not contained in the word/phrase (used with slide 3).
4. If the letter is not contained in the word/phrase, click the Try Again button, a portion of
the hangman is added.
5. The game continues until:
 the word/phrase is guessed (all letters are revealed) – WINNER or,
 all the parts of the hangman are displayed – LOSER

CHECKLIST FOR UPDATING WORDS/PHRASES – HANGMAN

Listed below are the areas to check when updating the word/phrase on a slide:

o Change the letters in the squares used for the word/phrase


o Update the custom animation triggers on the squares of the letters used for the
word/phrase that is trying to be guessed
o If using slide 3, update the custom animation on the squares of the alphabet letters that
are being used
o If using slide 3, update the custom animation on the squares of the alphabet letters that
are not being used

MODIFICATION SUGGESTIONS:

o Shade squares not used in a different color.


o Add/change body parts of the hangman.
o Add/change sound effects.
o Change custom animation effects.

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