3. Overall purpose of learning games is not to win but to learn. By planning cooperative
games, you allow all students to participate in a safe environment where mistakes are
underplayed through teamwork. Students have the opportunity to participate but the
team determines the score or the winner.
The philosophy of cooperative games is
There are no losers in this game; everyoneâs a winner because we are all practicing
together and learning from our mistakes.
4. Setup: Start with a grid racetrack.
Have students select their
player/animal.
Gameplay: Teacher will provide
the question or skill to be
practiced. Students type in their
answers across the screen.
Winners reach the finish line with
correct answers.
Object: To practice skills which
require multiple steps, creating a
list or variety of answers.
Cross-curricular applications:
World Languages use to
conjugate verbs in tenses. US
History, name original colonies, or
homophones and/or commonly
confused words in LA.
5.
6. Setup: Drag and Drop works like Tokens, but it
uses text instead of tokens. To set up, start with a
static image, like a graphic organizer or a
diagram. Then instead of inserting tokens, add
text that students will drag and drop to areas. Put
the terms in a word bank.
Gameplay: Ask students to move the text to
identify examples, define terms, categorize, or
label.
Object: The object of the game is to run out of
terms in the word bank.
Cross-curricular applications: Great with graphic
organizers, fill in the blanks, maps, diagrams,
pretty much anything.
7. Setup: Use a honeycomb game template. Add
words or problems to each space.
Gameplay: Divide the class into 2 teams - red
and blue. Red team goes first - they must select
any outside hexagon. Ask for definition or other
question. All students on team type answer in
chat. If correct, red team gets the spot. Red
team gets 3 turns in a row. They may only select
outside hexagon or connecting to already red
hexagon. Blue team goes next - they must select
any outside hexagon. If correct, blue team gets
the spot. Blue team gets 3 turns in a row. They
may only select outside hexagon or connecting to
already blue hexagon. Play continues back and
forth between teams.
Object: Be first team to connect from top to
bottom or left to right.
Cross-curricular applications: Vocabulary,
elements of periodic table, etc.
8.
9.
10. Setup: Create a 2X2 whiteboard or ppt slide.
Label each 1, 2, 3, 4.
Gameplay: Select 4 students to work on the
whiteboard or ask all students to type in the chat
box. Provide the prompt. Teachers can use the
Adobe Timer App or simply set a timer on their
cellphone and keep their mic turned on.
Object: Students are asked to complete the
problem or response before the timer runs out.
Cross-curricular applications: Great for working
problems or showing work.
11. Setup: To build Fast Fact, make a table in
Word or PowerPoint. Fill each square with
examples and non-examples.
Gameplay: Ask students to pick a color.
Then ask students to circle correct
examples before time runs out. After time
runs out, review the answers and count
who had the most correct.
Object: The object of the game is for
students to practice quickly identifying
examples from non-examples. This is
good for reinforcing concepts or for
introducing new material.
14. Assorted Resources for All SWFs (Shockwave Files)
Warning! the Word Cloud resets if
you close Adobe Connect!
15. Now that you have several different mini-games to
choose from, think about how to combine them into a
single theme.
Tips:
â Advertise with the theme.
â Begin the session by having students pick mascots
â Keep track of winners with a score board.
â Sneak in quizzes into your game-a-thon!
Editor's Notes
Should
There are games where there is a clear winner and there are games everyone plays together, no on is left out and everyone has fun learning.