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# PEShare.co.uk Shared Resource

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### PEShare.co.uk Shared Resource

1. 1. Littleover Community School Classroom ideas / activities for gifted and talented pupils 2010
2. 2. Contents: 1. Challenge Wall 35. Question generator 2. Video Clips 36. Six degrees of separation 3. True or False? 37. Where would we be without…? 4. Big Question 38. Mnemonics 5. Last Man Standing 39. Quiz, quiz, trade 6. Fantastic Nine 40. Take a letter 7. Verbal Football 41. Memory board 8. Verbal Boxing 42. Hide and seek 9. Differentiation 43. Discussion circle 10. You Say We Pay 44. Wheel of knowledge 11. TV Screens 45. Thinking graphs 12. Give Us A Clue 46. Fortune lines 13. Taboo 14. Connections 15. Headbands 16. Weakest Link 17. Revision Cards 18. Speed Dating 19. Alternative activities to copying from text 20. Rolling Shows 21. Hangman 22. Catchphrase 23. Yes / No game 24. Top 10 lists 25. Greatest Hits (related to Idea 24) 26. Dominoes 27. Key Word Bingo 28. Jargon! 29. Roll up, roll up! 30. Just a minute! 31. Venn Diagrams 32. Room 101 33. Democratic dots! 34. Verbal tennis Although all of the above activities are specifically aimed at the gifted and talented, they can still be used very effectively when working with pupils of lower ability, either in their existing form or with slight variations. Dave B (Jan 2010)
7. 7. 12. Give us a clue!! Divide the class up into an appropriate number of teams. One person from each team takes turns to come to the front to ‘act’ out a key word or phrase from the topic you are studying (you show them the word/phrase from prepared cards or a list). Give them a set time to ‘demonstrate’ their word/phrase. If their team cannot guess correctly, points can be awarded to the opposition. 13. Taboo! Prepare a set of ‘post-it’ size cards*. At the top of each card should be a key word or short phrase from the topic(s) you are studying. Below, there should be two or three words associated with the top word/phrase. The game: students sit in pairs. One student from each pair has a set of cards. On the word ‘go,’ that student has to describe the word/phrase at the top of the first card without using any of the words/phrases on that card, ie the key word at the top and any words below. If the other student guesses correctly, move on to the next card and so on. The guessing student can ‘pass’ at any time. At the end of a specified time, (I suggest two minutes) the students swap roles and repeat the process. At the end of the game, the students compare how many cards they have each – the winner is the one with the most cards. You can set up a system of promotion and relegation within your class – winner moves up one table, loser moves down. The new pairings then play another game. *photocopy, laminate and cut out enough sets for one between two in your class. I suggest approx. 20 cards per set. You can produce sets of cards which cover the same topic or several topics. Make sure you either colour code the cards if you are covering several topics or number the backs of each set – some of these cards can end up on the floor! 14. Connections Use the sets of taboo cards from ‘Idea 13’. Students sit in pairs and place the cards face down on the desk in a grid. (if there are 20 cards, place in a 5 by 4 grid). The first student picks any three* cards and attempts to provide a ‘connection’ between them. The connection must be a valid one! If correct, the student keeps the cards. If incorrect, the student places them back in the grid. The next student takes their turn and so on. After a specified time (I would suggest 2 - 3 minutes), stop the game. The winner will be the student with the most cards. As with ‘Taboo’, you can set up a promotion and relegation system in your room. *more able students should be able to cope with three cards, less able students pick two.