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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.
1. 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
2. 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.
3. 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!
5. 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
6. 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.
7. 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.
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).