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The kids probably like the games you usually play, but a little variety can't hurt them! Why not try
Password or Sparkle or Pass the Chicken? Simple rules for those games and seven others can be found
below!
PASSWORD
Anybody older than 20 probably remembers the TV game show Password. The game can be easily
adapted for classroom use. Choose two students to be the "contestants." You can always use the "I'm
thinking of a number ..." guessing game to determine the contestants. Those two students go to the front
of the room and face their classmates. Reveal a secret word -- write it on the chalkboard or a chart or hold
up a card -- to everyone but the two contestants. The rest of the students raise their hands to volunteer
one-word clues that might help the contestants guess the word. Contestants take turns calling on clue
volunteers until one of the contestants correctly guesses the secret password. The contestant who
guesses the password remains at the front of the class; the student who gave the final clue replaces the
other contestant.
Tip: Choose words appropriate for your students' abilities. Words for which they might know multiple
synonyms or meanings are best! You might use a thesaurus to create a list of possible words before
playing the game. Write those words in large letters on cards so students can use them as the game is
played. Save the cards from year to year.
More possible passwords: understand, taste, slam, easy, recess, ancient, nasty, laugh, drink, impatient,
hot, pound, glimpse, friend, correct, motion, ruin
SPARKLE
This game serves as good practice for the week's (or previous weeks') spelling words. Arrange students
in a line. The game leader calls out the first word. The first person in line calls out the first letter in that
word. The second person calls out the second letter. The third person calls out the third letter and so on.
The person who says the last letter in the word must turn to the next person in the sequence and say
sparkle. The person who is "sparkled" must return to his or her seat. If a word is misspelled, the person to
say the first wrong letter must sit down and the spelling of that word continues. After a student is sparkled,
the leader calls out a new word. The game continues until only one student remains standing.
SILENCE
In Silence, silence is the name of the game. Students must arrange themselves in order without uttering a
peep! For example, challenge students to silently sequence themselves according to height. The game
can be adapted with very little preparation to fit almost any curriculum theme. For example, if the class is
studying state capitals, count out enough sticky notes for each student. On each note, write the name of a
state capital. Each student wears a "capital" tag on his or her shirt. The students must silently sequence
themselves in alphabetical order. You might make the game even more challenging by asking them to
line up according to the state for each capital!
Options: Students can create their own tags. They might write their birthdays on tags and arrange
themselves in order from January 1 to December 31. They might write their seven-digit phone numbers
as a seven-digit number and arrange themselves in numerical sequence.
Other categories: The possibilities are endless, but students might include U.S. presidents (arrange in
order of the presidencies), fractions (arrange in order of size), clocks (arrange printed a.m. and p.m. clock
faces in order of the time shown), or largest U.S. city populations (arrange tags with the largest cities and
their populations from largest to smallest).
Extra challenge! Laminate pictures from a themed calendar. Imagine students' trying to piece together
pictures of the 'N Sync musical group -- or the confusion spotted puzzle pieces from a calendar of
Dalmatian pictures might cause.
Tip: This activity might be fun for the first teacher meeting of the year too! Every teacher could contribute
a five-piece puzzle to a collection of puzzles that travels the school!
WHOZIT? WHATZIT?
These quick little puzzles can be great fun. When you have five minutes to fill, write a couple of the
puzzles on the chalkboard and let students try to figure them out. Each puzzle contains several familiar
words. When carefully read and sounded out, the words reveal the name of a well-known person, place,
thing, or phrase. As students figure out the hidden names, they write their responses on a sheet of scrap
paper. The teacher can wander the room checking their guesses. Have a prize ready for the first person
to guess both of the day's puzzles.
Follow-up fun: After completing the puzzles below, students might like the challenge of creating Whozit?
Whatzit? puzzles of their own.
Sample Puzzles
FOUR CORNERS
Four Corners is popular with teachers and students. Number the corners of the classroom from 1 to 4.
Select one student to be "It." That person closes his or her eyes while the rest of the students go to one of
the four corners in the classroom. When all students are settled in a corner, It calls out a number. All the
kids who chose the corner with that number are out of the game and must sit down. It closes his or her
eyes again, calls out a number, and more students sit down. When the game gets down to four people or
fewer, each must choose a different corner. If It calls out a corner where nobody is standing, It must
choose again. The game continues until only one student is left. That student becomes It.
DICTIONARY DECEPTION
This game is based on a popular box game. To start the game, the teacher chooses a word for which no
student will know the meaning. The teacher writes the word on the chalkboard and writes the definition of
the word on a sheet of paper from a small pad. Then the teacher hands a sheet from the same pad to
each student. The student must write on that sheet his or her name and a definition of the word. The
teacher collects all the definitions. One by one, the teacher reads the definitions. Students consider each
definition. Then, as the teacher rereads them, the students vote for the definition that they believe is the
real meaning of the word. Students earn a point if they guess the definition correctly; they also earn a
point each time another student selects their (fake) definition as the true meaning of the word. The person
with the most points at the end of the game wins.
CHAIN REACTION
You can easily adapt this game to many areas of the curriculum. The teacher writes a category on the
chalkboard -- foods, for example. Each student writes the letters A to Z on a sheet of paper. The students
have five minutes to create an alphabetical list of as many foods as they can think of. Then the game
begins. The first student must tell the name of a food. The second person must give the name of a food
that begins with the last letter of the food given by the first person. The third person must name a food
that begins with the last letter of the second person's food and so on. One at a time, students are
eliminated.
Other possible categories: cities; songs; things in nature (for older students, animal names or plant
names); people's first names (for older students, famous people's last names or, more specifically,
authors' names).
fast-food restaurants
authors of children's books
countries in South America
sports teams
things that grow in the desert
vegetables
cartoon characters
musical groups
cereals
rivers in the United States
candy bars made with chocolate
large bodies of water
animals found in salt marshes
cities in [your state]
cities in Florida