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The Organic Quiz Show

Objectives
To enhance learner comprehension and retention of technical or voluminous reading material. To create a more interesting context for an in - class reading segment.

Audience
Any group, especially good for a collection of small groups. Not recommended for more than six small groups of three to six. Can also be played as an individual game if there are six or fewer participants.

Time
Varies based on the amount of time it takes to read the material to be covered, typically 15 to 20 minutes. Then allow 25 additional minutes. Total run time is typically 45 minutes.

Materials and Equipment


Reading materials or manual. 3 _ 5 ruled index cards at least 10 per participant.

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Trainers Warehouse Book of Games: Fun and Energizing Ways to Enhance Learning. Copyright 2008 by John Wiley & Sons, Inc. Reprinted by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com

A pen or pencil for each participant. Tip Taker (Suggestion Box). Optional: prize(s) such as Top Banana, Dilbert Accomplish - Mints, or assorted prizes from the Classroom Prize Pack.

Area Setup
As you wish; small - group tables are best.

Process
1. Have participants individually read and review the reading assignment, and tell them how many minutes they have to complete this task. 2. Hand out blank index cards and pens or pencils. It is best to place a pile in the center of each group table, with at least ten cards per participant. 3. Tell participants that they will generate questions and answers based on the assigned reading and will write them on the index cards (one question and answer per card). This activity is similar to writing a fi nal exam for a course in that they should look for questions that capture the key points of the reading material.

4. On one side of the index card, participants should write one simple question. The questions can be open - ended, multiple - choice, or true/false; however, they should not write trick questions. They should not write the question unless they are sure of the answer. 5. Participants should write the answer to each question on the other side of the index card. If they wrote a true/false question, they must also state why it is true or false in the answer. 6. Participants should repeat this process during the reading time until they have generated fi ve to ten questions. 7. Tell them to include the page number on which the answer appears in the reading assignment text. 8. When time is up, have participants place all of their completed cards inside the Tip Taker. Ask for a volunteer to assist you. The person will be the team accountant to keep track of the scores. 9. Ask participants to divide into teams (table groups with three to six people per team). 10. Have participants coach each other on what they learned about the reading content. In particular, they may mention the questions and answers that each wrote on the index cards. Allow 10 minutes to coach each other on all the sections.

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Trainers Warehouse Book of Games: Fun and Energizing Ways to Enhance Learning. Copyright 2008 by John Wiley & Sons, Inc. Reprinted by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com

11. While the participants are coaching each other, you and the team accountant will gather all the cards from the Tip Taker bag and shuffl e them. Review the questions and select some of the best ones. Place the questions in priority order. 12. When the 10 - minute coaching session is over, explain the rules and begin the game: read a question aloud and randomly select someone within each group (one group at a time) to try to answer the question. If the selected participant thinks he/she knows the answer, he/she should respond. If the participant answers correctly, his/her group receives 5 points. If he/she is wrong, his/her group loses 5 points. 13. A selected participant will have 10 seconds to provide the correct answer. 14. If the selected participant doesn t feel prepared to answer, his/her group may assist him/her. If the participant who received group input answers correctly, the group receives 2 points. If he/she still answers incorrectly, despite receiving group assistance, the group loses 5 points.

15. Run the game for 10 to 15 minutes, as needed/appropriate, and call time when time s up. Add up all the scores and announce the winner. The team with the most points wins! Optional: Reward the winning team with prizes.

Insiders Tips
Encourage and offer empathic comments such as good try, great job, and/ or other positive reinforcement to keep the group motivated. Consider acting like a game show host if you are inspired to take it to the next level of wackiness.

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