- 21 Dec 2019
Textbook learning in academics is mechanical and monotonous. It can become robotic. We often forget that learning can only be achieved by making it fun. Incorporating fun in your classroom by implementing plays, motivates students and encourages them to be creative and imaginative.
Here’s a list of top 10 classroom how to plays that offer fun learning-
It is a simple classic of how to play to inspire your students to come out and participate.
What you need: list of participants, subjects or concepts to be studied.
How to play: Ask a student to stand and act out the theory that needs to be taught in front of the whole class. Practical enactment not only clarifies the concept but engages the students too. The entire process can go on repeat and make learning faster & effective.
It is an enjoyable & traditional game that helps students improve their vocabulary and spellings.
What you need: Pen & whiteboard, list of subject-specific words.
How to play: Divide your class into two teams, select a student to stand at the front of the class and give him a word related to the lesson. The student must then draw as many blanks as words. The rest of the class will then guess the word, one letter at a time. The more the number of incorrect guesses, the more the number of lines for the hangman.
This game encourages ‘out of the box’ thinking and increases subject-related knowledge.
What you need: pieces of paper, pens/pencils and a list of subject-specific categories e.g. Earth and Space (topic): rocks, landforms, weather, and solar system (categories).
How to play: Split students into small groups and ask them to note down the categories on their pieces of paper. Choose a letter (A-Z) at random and give students 1-2 minutes (depending on how many categories) to think of a word for each category, beginning with that letter.
Once the time is up, allocate points for unique answers, i.e. if two teams write down the same word for a category then neither get any points. Repeat how to play with different letters.
Example: Letter M – Topic: Earth and Space
Solar System: Mars
It is a simple and fun learning game.
What you need: What you need: pieces of paper, pens/pencils and a list of subject-specific categories.
How to play: A student will draw a 6 x 6 grid on their whiteboards and then select 6 words or images from the given list to draw/write in the grid. You must then randomly select a word from the list to describe, and students must guess the word to cross it off on their grid. Continue describing different words until one student completes their grid and shouts ‘bingo!’
This creative game encourages teamwork and abstract imagination.
What you need: images, words, calculations, concepts printed or stuck on card/paper and cut into random shapes (puzzle pieces) e.g. maths calculations, chemical equations, etc.
How to play: Separate your class into groups. Hand out a puzzle for each group to piece together.
- Draw swords
It is a quick-fire game that tests students’ fine motor skills. It also promotes quick thinking, as well as generating some healthy competition.
What you need: Dictionary or textbook, plus a list of key vocabulary.
How to play: Split your class into small groups and choose a student from each group to start. The nominated student places the dictionary or textbook under their arm. You then say a word or image which the students must then race to find in their book. The first student to find the word/image is the winner.
- Hot potato
This fun game encourages creative thinking.
What you need: a soft toy, object or item for each group to pass round e.g. bear or ball, plus a list of subject-specific themes e.g. numbers – prime, composite, rational, fractions, decimals, etc.
How to play: Divide your class into small groups and give them an object/soft toy to. The person with the object in each group will start. You name a title or theme, e.g. prime numbers, and it is then a race against time for the student to give 5 correct responses, e.g. 2, 3, 5, 7, 11, before the item/soft toy has been passed around everyone in their small group and returned to them.
An old classic game that engages all the faculties of mind to draw and recognize.
What you need: whiteboard, pieces of paper, pens/pencils and a list of subject-specific categories.
How to play: A student draws a picture of a concept/ object on the board. Other members have to recognize the drawing within 30 seconds. The one who does it faster wins the game.
This fun and engaging quiz game allow you to test your students’ knowledge, in any subject, using a motivating classroom team activity.
What you need: whiteboard or an IT suite and a Quizalize quiz
How to play: All you’ve to do is create or find a quiz on Quizalize and assign it to students. They can access it from any device. They can enter their class code, followed by their name and then play the quiz. Students’ results appear in real-time, so they can track their score while they play.
- Thumbs Up, Thumbs Down
This game is an excellent behaviour management tool which endorses hard work amongst students. It is not academic.
What you need: N/A
How to play:
3 – 4 students are chosen to stand at the front of the room. The rest of the class then put their heads on the table and hold their thumbs in the air. The 3 – 4 students at the front then carefully tip-toe around the classroom and gently pinch one thumb each, from the students with their heads down. The 3-4 students return to the front of the room, once they have pinched a thumb, and the class raises their heads. The students whose thumbs were pinched then stand and have to guess who pinched them. If they guess correctly then they swap with the student at the front, and the game continues.
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