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Lesson Break Games Table of Contents Page 1 ……..…....... Float the Boat Page 3 …................. On the Spaceship Page 5 ……………. Thingamajig Page 7 ……………. Neverending Story Page 9 ………..…. Who am I? Page 11…..………. Word Ping Pong Page 13 …………... Classroom Feud Produced by the Riverina Schools Project Partnership, 2005.

Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

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Page 1: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Lesson Break Games

Table of Contents

Page 1 ……..…....... Float the Boat

Page 3 …................. On the Spaceship

Page 5 ……………. Thingamajig

Page 7 ……………. Neverending Story

Page 9 ………..…. Who am I?

Page 11…..………. Word Ping Pong

Page 13 …………... Classroom Feud

Produced by the Riverina Schools Project Partnership, 2005.

Page 2: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 3: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

FLOAT THE BOAT

Materials

o Chalkboard/Whiteboardo A picture that can be drawn in 10-12 bits (see next page for boat

template).

Instructions

o Pieces of a picture with 10-12 parts is drawn or stuck to the board.o The teacher chooses a word or phrase, perhaps from a current topic,

event or words that are commonly misspelt. o Line spaces are drawn on the board to represent each letter of the word or

phrase.o Students are chosen randomly (names drawn from a hat), to choose a

letter that may be included in the word or phrase.o Correct answers are written in the designated space for that letter.o Wrong answers are listed on the side of the board and one piece of the

picture is placed on the board.o Game continues until the word is guessed by a student or when all pieces

of the picture have been removed.

The aims of this activity are:

o To learn new words.o To repeat already learned words.o To spell the words correctly.      o To add new words to vocabulary.

Produced by the Riverina Schools Project Partnership, 2005.

Page 4: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 5: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 6: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

ON THE SPACESHIP

Materials

o Blackboardo Chalk

Instructions

1. The Teacher claims that they’re allowed on the spaceship because they have a certain item. For example, a frog.

2. Students take turns to ask if they can come onto the spaceship if they bring an item that they think might be related to the category. For example, an animal or something green

3. If they get it right the item is added to the list and they’re allowed on the ship

4. If they get it wrong the word is written down on a separate list5. The first person to guess what the category is wins!

Category Ideas

Thingso Animals (dog, cat, mouse)o Colours (frog, leaf, grass)o Clothes (jacket, shoes, pants)o Sports (cricket ball, soccer ball, swimsuit, goggles)o Furniture (chair, carpet, table)o Made of wool (sheep, scarves, carpet)o Body parts (arm, leg, eye)

Placeso Zoo (elephant, animals, food, tickets)o Theme Park (rides, tickets, lines, crowds)o Snow (skis, snowboards, ice, falls, toboggans)o Park (grass, leaves, sports, playground, slippery dip)o Kitchen (food, spoons, plates, stove)

Patternso Alphabetical order (start with an A word- alligator)o Same number of letters (bow, cat, tap)

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Page 7: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

The aim of this activity is to:o To develop semantic ability.

Produced by the Riverina Schools Project Partnership, 2005.

Page 8: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

THINGAMAJIGProduced by the Riverina Schools Project Partnership, 2005.

Page 9: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Aim

To guess what the thingamajig is through descriptions provided by the other team.

Instructions

1. Class is divided into two teams.2. The teams huddle together at opposite sides of the room.3. The two groups are each given a “thingamajig”; this can be anything – an

object, town, city or country name, a famous person, an animal, movie, sport.

4. The groups discuss what clues they can use to describe the thing to the other group; they then go back to their desks.

5. A member of one group gives a clue to the second group, describing the thingamajig’s functions and features (the broader and more abstract the clues, the harder it is for the opposing group to guess what the thingamajig is).

6. A member of the second group then guesses what the thingamajig is. 7. Repeat steps 5-6 swapping roles between groups until one group correctly

guesses the thingamajig.8. The team that takes the least number of clues to guess the thingamajig is

the winner.

NOTE: To make it harder, limit what the group can describe, for example, make it that they can’t mention the thingamajig’s function; or can’t use words beginning with ‘t’ for descriptions; or can’t use common words associated with the thingamajig.

Possible Topics

Produced by the Riverina Schools Project Partnership, 2005.

Page 10: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Harry PotterShrekElephantEarthquakeVolcanoBicycleAeroplanePelicanCharlie and the Chocolate FactoryBritney SpearsEncyclopaediaComputerThe InternetJindera

IrelandCaliforniaMickey MouseLounge Flower Mobile phoneBlackboardThomas the Tank EngineSuitcaseHolidaysCrocodileCushionPumpkinSurfboardCricket

Netball Play SchoolChristmasTasmania MicrophoneSummer DictionaryMosquitoFootballGuitarJohnny Depp Marcia Hines FishSchoolbagWestern Australia

Produced by the Riverina Schools Project Partnership, 2005.

Page 11: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 12: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

NEVER ENDING STORY

Aim

The class makes up a narrative.

Instructions

1. One class member begins the narrative e.g. It was a dark and stormy night.

2. They chose the next person (this can be the person sitting next to them) who adds either a word or phrase to the story.

3. The second person then choses another class member who in turns adds another word or phrase to the story.

4. This continues until the story has ended (after there’s been an introduction, conflict and resolution), every student in the class has had a turn or until the story hits a dead-end.

Note:

o The game needs to move quickly for the story to flow and develop.

o To make it harder, it could be made that students are not allowed to repeat words or phrases already used by previous students, with exception of words such as a, an, not, the, is.

Starters:

o On a secluded and deserted island…o The giraffe was crying…o Josephine jumped for joy…o The rocket coughed and spluttered…o In the middle of the desert…

Produced by the Riverina Schools Project Partnership, 2005.

Page 13: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 14: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

WHO AM I?

Materials

o Three laminated A4 sheetso Whiteboard marker

Instructions

(Adapted from ‘Celebrity Head’)

1. Template frames are placed above the heads of three sitting students.

2. The teacher (or another student) then writes the names of three different people above the children's heads inside the templates.

3. The three students take turns to ask the rest of the class a yes/no question that help them to figure out who or what is written above their head.

4. Students who ask a question and get a “yes” response can ask another question. When a student gets a “no” answer from the class, it is the next students’ turn to ask a question.

5. The teacher may need to give clues if the students have trouble guessing who or what they are.

6. The first person to guess what they are wins the game, and the last two students can battle for second place.

Produced by the Riverina Schools Project Partnership, 2005.

Page 15: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 16: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 17: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

WORD PING PONG

Materials

o A ball or sandbag.

Aim

To increase semantic skills in a fun and exciting way.

Instructions

1. Split the class into two teams.2. The class gets given a topic.3. The two groups line up and the children go down the line taking turns

mentioning a word that has to do with the topic.4. When a student makes their response they throw the ball to the next

member of the other team.5. Words cannot be repeated and the child has only five seconds to say a

new word.6. The group that can continue to name words after the other team has

stopped wins.

Topic Ideas

oAdverbs (words that end in ‘ly’)o Ice-cream flavoursoColoursoFeelingso Items of clothingoDog breedsoCountriesoMoviesoTypes of birdsoTypes of fishoWords that rhyme with….oDifferent kinds of soupoCartoon charactersoSingersoSoft drinkso Items of furnitureoVegetables

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Page 18: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

oVerbs (doing words, ends in ‘ing’)oBody parts

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Page 19: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

Produced by the Riverina Schools Project Partnership, 2005.

Page 20: Hangman - CSUSAP: Student & Staff Unix Hostcsusap.csu.edu.au/~mdenton/Lesson Breaks/Lesson Break... · Web viewThe teacher chooses a word or phrase, perhaps from a current topic,

CLASSROOM FEUD

Instructions

1. The class is given a topic that can be described.

2. A selection of four or five students is chosen to leave the classroom.

3. The group in the classroom brainstorm a list of five words that best describe the topic.

4. In the classroom the five most popular words are written on the board and covered.

5. Meanwhile the students outside brainstorm their own five words.

6. The students come back inside and compare their answers.

7. The aim is for the group from outside to get as many matching words as possible.

Possible topics

o beacho circuso televisiono computerso certain cities (Melbourne, Sydney, Paris, London)o countrieso parkso amusement parkso kitchenso electricity

Produced by the Riverina Schools Project Partnership, 2005.