Concentration
Reading Game
Math Game
The purpose of EnTeam academic games is to create more peaceful
and productive learning environments. The EnTeam scoreboard can be
used to measure both individual and team performances in math, reading
and other subjects. Key Benefits:
• Kids learn more when they are having fun – EnTeam games are fun.
• Students’ behavior improves when their need for social interaction
is being met.
• EnTeam games give the students a positive way to channel their socialization.
• Teachers can see and measure students’ progress with the EnTeam
scoring process.
Learning Objective: Memorize
factual material that can be printed on index cards in pairs such
as:
• Synonyms
• Antonyms
• Symbols and definitions for elements on the periodic table in chemistry
• Vocabulary definitions
This
illustration of the game uses the chemistry example. You may download a PDF
of the chemistry cards here.
These work best printed on heavy card stock, so that students cannot
see through the cards. However, if that is not available, you may
print this design on the back to make the cards illegible from the
back.
Game objective: Players
work together to match each element with its symbol in as few tries
as possible.
Sequence
1. Form teams of three or four people per team. Give each team
a deck of printed cards in pairs. Let them look through the cards.
Ask them to memorize the names and symbols of the elements.
Ask them to shuffle the deck.
Arrange the cards face down on the table without looking at the face of
the cards.
2. When a player has a turn, he or she may turn over only 2 cards.
If the cards match, the team earns a point. If the cards do not match,
the player announces the name of the element on each card.
3. Move the matched cards off the table.
4. Then, the next player has a turn.
5. If necessary, s/he may look on the periodic table to find the names.
6. Then s/he turns the cards face down in their original places.
7. Then, the next player has a turn.
8. After everyone has a turn, make a tally.
The goal is to match all the elements with their symbols in the least number
of turns.
Scoring methods (select the scoring method that supports the overarching
objective)
• How many matches can two people find together in X tries (X could
vary depending on the available time. For example, ten tries might be
sufficient
to determine
a meaningful score.)
• How many matches can three or four people find together in Y
tries (Y would be more than X because everyone needs to have enough tries
to learn
the
pattern)
Structure a match either way:
• Use the round-robin score sheet and play three times
• Use group-best scoring and play twice.
Round-robin takes longer because you have to explain the score
sheet and play thrice.
Overview
Students are grouped into
teams with either three or four students per team. Students work in pairs or
individually to create a list of ideas they glean from reading an article. Before
reading the article, they
are encouraged to write what they already know about the topic.
Scoring is based on the number
of ideas they write down.
Objectives
• Strengthen reading comprehension skills.
• Improve time management.
• Build communication, cooperation, and teamwork.
• Connect the learning
process and the impulse to socialize. Prepare for the games
Pick three reading selections. They should be about the same
length and similar in reading level. Group the students into
teams of 3 or 4 students per team.
Arrange the room so students can sit together in pairs.
Sequence
of the games:
Game one:
1. Give
students time to write a Guess Page—a list of the ideas
that they know about the topic and might be in the article. You
may either allow them to skim the article and write the ideas
they guess will be in it or give them the title and ask
them to write
what they already know about the topic. Two
students work together listing ideas on a Guess Page.
2.
They
must hand in their Guess Page before the reading time starts.
Collect the Guess Pages and hold them aside (to reduce temptation
to
add things while reading).
3. Give a
fixed length of time to read the article and list the ideas they
find in
the article. An “idea” may
be any information from the article such as:
• The
main point of the article.
• A
definition of a term described in the article.
• News
about a person given in the article.
• Any
fact or information given in the article.
• An
interpretation or inference derived from the article.
4. Let students
score a neighboring team’s sheets. Rotate
papers clockwise around the room. Distribute
Guess Pages. Give
teams time to read and score the pages. Score
one point for each correct statement. Score
a second point for each correct statement that is on both pages.
Optional: Have one team write ideas on the board. Return
graded pages to their owners.
5. Let
students record their own scores on their own score sheets. Post
team scores on the board. Add
team scores into one class score.
6. Process
the experience. What
worked well? How
could you find the main ideas faster?
Game two:
1.
Rotate
team members as shown on EnTeam score sheets. Play
as in game one.
2. Process
the experience:
• Compared
to the first game, what improved?
• How
could you work together to find ideas faster?
Game three:
1.
Rotate team members as shown
on EnTeam score sheets. Play as in game one.
2. Summarize the experience. Compute
grand totals for each team. Add team
scores for the class score.
3. Ask processing
questions such as:
• What
worked well?
• Did
scores improve between games 1 and 2? Why?
• Between
2 and 3? Why?
• What
can you do to
• If
we played this game again, how could you get a better score?
One EnTeam math framegame is “Too Many Problems to Solve.” Players
work in pairs to develop strategies they can use to solve as many
problems as possible within a fixed time period. Before the clock
starts, the players have time to develop a strategy to maximize their
score together. Strong students can improve their score by helping
others to prepare to solve problems quickly.
After each round, students change partners and then play again.
At the end of an EnTeam match, each student has an individual score
and the group has a collective score. The individual scores show
the level of cooperative performance by each student. The group
scores
show the performance of the group.
The problems may be arithmetic, algebra, geometry, etc.
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