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Sometimes there is extra time in class, especially at the end of the day or assignment. Nothing wrong with letting students have a little fun. These games have been modified to get the whole class involved. One of the worst things you can hear is, "I never get picked." The popular kids claim they don't get picked enough, the unpopular kids complain they never get picked. These games solve the problem. The Drawing Game(This is a game I made up) If you have a whiteboard, you can use 3 markers, if not use a chalkboard and 3 pieces of chalk. On the board you write the numbers 1, 2, and 3 near the top. Basically as high as an average child in the classroom can reach while straining. Don't write it at normal writing height. Space the numbers about 23 feet apart. Enough room so 1 kid can stand under a number and have elbow room. You also set up a chair at the opposite end of the room from the boards. Pick a student and sit them in the chair. Turn the chair so the person sitting in the chair looks away from the board. You don't want them to see the ones who you will pick now. Pick 3 kids now. Being silent as to not give away who the child is. (You'll see why) The first kid picked goes to 1, second to 2, third to 3. If you need to point and remind, go ahead. If you use 3 different colored markers, you can write the numbers using a different color. That way, it is obvious who goes where. Okay. So now you have 3 kids up at the board and 1 at the back. You instruct the ones at the board to "Draw a ____." Fill in the blank with your choice! Cat, dog, tree, mouse, etc. Something fast and simple. Give them 30 seconds to draw. When they are finished, they sit down quietly. The person at the back turns around and picks their "favorite." It will not always be the best! Whoever has drawn that picture is the new "judge." From the other two, choose 1 to erase the board (leaving the numbers) and choose the other to pick the 3 next players, waiting of course until the "judge" turns the other way. And you pick something else to draw, and continue on as long as you like! *Note: You can use the ticket system that is described for Heads Up 7Up below. Since 3 kids are "used up" each each time, you can quickly go through the whole class. Heads Up 7 Up Who is Missing? You pick one student to be "it." They sit in a chair and face away from the class, closing their eyes. You need a closet or cabinet or wall that a student can "hide" behind and not be seen by the person in the chair. You quietly point to a student to "hide." While they are hiding, you count to 10. The rest of the students change desks. At 10, all must sit down. You can speed up the count if you need to maintain the chaos. You then ask the person who is "it" to turn around and guess who is missing. It is actually harder than it seems. Sometimes I found myself forgetting who was hidden. What makes it hard is that all students are mixed up now. If they guess right, they get to stay. The person who was hidden picks the next hider. If they guess wrong, they pick the next student to hide then sit down. You can make a max number of right guesses allowed so a good guesser does not hog it all. I like 3. If they guess 2 in a row, they get to play just one more no matter what. That way, you use up a lot of students and keeps it moving. Again, you can use a modified ticket system to keep track of who has been chosen. This used to be called Kid in the Closet, but I would refrain from putting a kid in the closet. Four Corners Put the numbers 1 to 4, fairly large on pieces of paper. That is, one number per paper. Tape one paper in each corner of the classroom. Sometimes a cupboard will block the corner, so tape it accordingly. You then have 4 corners, each numbered from 1 to 4. Cut a paper into 4 equal pieces. Put the numbees 1 to 4, one on each piece. Fold them up and put these 4 papers in a box, bag, can, or similar. Now, you tell all students in the class to go to a corner. You pick a number from the bag and read it. All students in that corner must sit down. You tell the class to switch corners. The rule is they cannot stay at the same corner. You count to 10 (or less) and pick another number. Remember to put chosen numbers back in the container. Again, all students at that corner sit down. You keep repeating this until you have 4 or less. When there are 4 or less, on each draw they must switch their corners and they cannot be at the same corner as someone else. Sometimes at the end, you will need to draw a few times as some corners will be empty. Eventually, you will call the last corner with a student in it and the other student will be the only one leftthe winner! You can then play again, with the winner picking numbers.
Silent Ball
