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Review and Remedial work



Review and Remedial work

Materials Needed: teacher-prepared questions related to a topic of study or review (See ideas below for adapting this game to almost any curriculum topic or subject area.)

 

Lesson Plan

 

"Friendly Feud" is an adaptation of the Family Feud game show students might see on television. The game is easy to adapt to almost any subject or curriculum topic. Start the game by arranging students into teams of four or five players. Determine the sequence in which teams will play. Determine the sequence in which the players on each team will play. Have each team appoint a captain who will act as the team's final-decision maker and spokesperson.

 

After the teams are organized, prepare to pose the first question of the game (or appoint a student emcee to pose questions). In the first round, the captain of each team will be the only one who can answer the question. Read aloud the first question; call on the team captain who raises his or her hand first to answer the question. To earn a point, that captain must correctly answer the question within 5 seconds. If the captain who was called on does not answer the question within the time limit or if he or she gives an incorrect answer, the next team can "steal" the question. Members of that team can talk among themselves, then they must agree on the correct answer. The captain serves as spokesperson for the team. If the captain says the correct answer, his or her team earns the point. If the answer is incorrect, the next team has a chance to steal the question and earn the point, and so on.

 

The team that correctly answers the question earns the first chance to answer the next question -- which is posed to the second player on the team. An incorrect answer passes the question to the second player on the next team. A correct answer earns another point for the team and the first chance to answer the next question, which is posed to the third player on the team. The team can keep earning points until team members get a wrong answer or do not respond within the time limit.

 

At the end of the game, the team with the most points is the winner of "Friendly Feud."

 

Adapt the Game

This game can be adapted easily to almost any curriculum topic, subject area, or skill. For example, if you are teaching grammar, you might provide sentences (displayed on a chart or an overhead transparency) and have students find an error (Bob and me went to the library after school.), choose the correct form of a verb (Suzie was, were the president of the class.), identify the noun(s) (She left yesterday for a vacation along the shore.), and so on. The game easily can be adapted as a spelling game. Simply provide a word and see which team is the first to correctly spell it. If you teach language or social studies, students might choose from among three dates the one associated with a famous event in country’s history, match a president's name to a fact about him, identify the capital or continent of a country, and so on.

Assessment: end the activity with a quiz that includes ten of the questions posed in the game. Students should correctly answer at least 8 of the 10 questions.

 

Tic-Tac-Toe, what do you know?

Brief Description: students win Xs and Os as they review knowledge and reinforce skills.

 

Objectives

 

Students will:

practice a variety of skills.

follow the rules of the game.

play with courtesy and fairness.

Keywords: game, review, tic-tac-toe, reinforcement, skill

 

Materials Needed: teacher-prepared game board/sheet

Lesson Plan

 

Draw a tic-tac-toe grid on a board or chart paper. Choose a topic/subject for the game (for example, solving money math problems, find the grammar error, or identify the country capital).

 

Arrange the class into two teams; Xs and Os. Flip a coin to see which team will go first. For example, if the X team wins the toss, pose a question to a student on that team. If the student on the X team answers correctly, he or she places an X on the grid. If the student answers incorrectly, the O team does not automatically get to put an O in that square. To earn an O, a member of the O team must correctly answer the question. If the O player answers correctly, his or her team puts an O in the square and earns the first chance to respond to the next question. If the O team answers the next question correctly, they get to place another O; if the answer is incorrect, the question is posed to the X team.



 

Keep track of how many games each team wins.

 

Tic-tac-toe can be adapted for reinforcing and reviewing a wide variety of skills.

 

Alternative Idea

Write a different topic in each square on the tic-tac-toe game board, so students can choose squares on the topics that most interest them most.

 

Assessment: end the activity with a quiz that includes ten of the questions posed in the game. Each student should correctly answer at least 8 of the 10 questions.

Find more fun learning game ideas in the following Education World resources:

Ten Games for Classroom Fun

Reviving Reviews: Refreshing Ideas Students Can't Resist

Click here to return to this week's Learning Games lesson plan page.

 

Around-the-room Review

Brief Description: students ask and answer questions in an around-the-room review.

 

Objectives: students will

review content and skills.

pay close attention so they don't miss their turn.

Keywords: review, chance, reinforcement, skill

 

Materials Needed

teacher-prepared questions

a 3- by 5-inch index card for each student

Lesson Plan

 

Select a topic for review. This activity tends itself to reviewing vocabulary, math, and just about any other area of the curriculum.

 

Before the Lesson

This lesson requires some preparation:

 

On the first index card, write a question for students related to the topic of the review/reinforcement activity.

On the second card, write the answer to the question on the first card. Write a second question on the back of the card.

On the third card, write the answer to the question on the back of the second card.

On the back of the third card, write a third question.

On the fourth card, write the answer to the question on the third card -- and so on...

Finally, on the last card, write the answer to the question on the next-to-last card, but do not write a new question on the back of that card.

Note: No two questions can have the same answer. Each question must have a different answer.

The Game

After the cards are prepared, shuffle the cards and give one card to each student. Which student has the card with only a question on it -- and no answer on the back? That student starts the activity by reading aloud his or her question. All students must pay attention as the student reads the question because one of them has the answer to that question on his or her card. The student who has the correct answer reads it aloud. Then that student turns over his or her card and reads the question on the back. The student who has the answer to that question reads aloud the answer, then turns over his or her card and reads the next question -- and so. The game continues until the last student -- who has an answer, but no question, on his/her card -- reads the final card.

 

Collect the cards. If you haven't finished, the game can be completed on another day.

 

Assessment: end the activity with a quiz that includes ten of the questions posed in the game. Each student should correctly answer at least 8 of the 10 questions.

 

Will the Winners Lose?

Brief Description: in this review and reinforcement game, negative scoring means that even the winners could lose!

 

Objectives: students will

answer questions related to a review topic.

use the math to figure out their team's score.

Keywords: chance, review, reinforcement, skill

 

Materials Needes: cards containing game instructions, prepared cards (or a prepared list) with questions for review and reinforcement

Lesson Plan

 

Before the Activity

Prepare two sets of cards in advance of the game:

 

Prepare a set of 25 "scoring cards." On each of those cards, write a different instruction, for example:

* Earn 100 points

* Lose a turn

* Take 50 points from the other team

* Earn 70 points

* Double your total points

* Take an extra turn

* Earn 500 bonus points

On the other set of cards, write 25 questions related to the topic or skill(s) you want to review and reinforce. (Note: Questions might be created in list form rather than on cards.)

Introduce the stack of scoring cards to students. Shuffle the cards. Put the stack face down on a desk.

 

Alternative idea.

You might post the 25 scoring cards in random order on a bulletin board or chalkboard. Post the cards with the blank side facing students and the scoring instructions hidden from view.

Arrange students into two or more teams. Decide which team goes first, and then pose the first question to a member of that team. If the student answers correctly, he or she draws a scoring card from the stack (or removes one from the bulletin board or chalkboard). The score on the card determines the score the student earns for his or her team.

 

If the team has 0 (zero) points and the card selected reads "Earn 50 points," the team has a total of 50 points.

If the card reads, "Double your present score," the team doubles its score of 0, for a total of 0 points.

If the card reads, "Deduct 50 points from your score," the team subtracts 50 from 0, for a score of -50.

If the student answers incorrectly, the first student on another team to raise his or her hand earns the right to "steal" the question. A correct answer earns that student the opportunity to choose a scoring card...

 

Of course, the scoring card could carry a negative message, so answering a question correctly is no guarantee that a team will earn points; as a matter of fact, the team could lose points! A team could conceivably answer all the questions correctly and lose the game. That's why the game is called "Will the Winners Lose?"

A Couple More Twists

You might have each student track the score for each team. Students track the team scores on their own. At the end of the game, each student who correctly calculated each team's final score might earn 50 bonus points for his or her team.

You might introduce another rule. Since no team member knows whether the scoring card he or she selects will earn or lose points, you might allow students the option of not selecting a card when they answer correctly. If the student thinks the next card in the stack might carry a negative scoring instruction, he or she is free to pass and earn (or lose) no points for the team. Students only learn whether that was a good move or not if the next student to choose a card reveals the scoring instruction on the card.

Assessment: end the activity with a quiz that includes ten of the questions posed in the game. Each student should correctly answer at least 8 of the 10 questions.

 

PASSWORD Do you need ideas for occupying students during the last ten minutes of a busy day? Perhaps you want to reward kids at the end of a particularly productive day. These ten games are great for end-of-the-day fun. You can link many of them to classroom curricula too.

 

It's a rainy day, everyone has to stay indoors, and the kids are driving you nuts. Maybe you just want to give a well-deserved break to students who have really been trying hard in class. What do you do? Play a game! The kids probably like the games you usually play, but a little variety can't hurt. Why not try Password or Sparkle or Pass the Chicken? Simple rules for those games and seven others can be found below.

 

 

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.

Sample password: ferocious Possible clues: fierce, vicious, wild, fiendish, savage, cruel, brutal

 

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.

 

http://www.vickiblackwell.com/ppttemplates.html great resource!!!


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