Great Games: With Numbers and Words

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Acknowledgements i. Clip art images have been obtained from Microsoft Design Gallery Live and are used under the terms of the End User License Agreement for Microsoft Word 2000. Please refer to www.microsoft.com/permission.

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Publications

Title: Great Games with Numbers and Words © 2010 Ready-Ed Publications Printed in Australia Author: Steven Haney

Copyright Notice

The purchasing educational institution and its staff have the right to make copies of the whole or part of this book, beyond their rights under the Australian Copyright Act 1968 (the Act), provided that: 1.

The number of copies does not exceed the number reasonably required by the educational institution to satisfy its teaching purposes;

2.

Copies are made only by reprographic means (photocopying), not by electronic/digital means, and not stored or transmitted;

3.

Copies are not sold or lent;

4.

Every copy made clearly shows the footnote, ‘Ready-Ed Publications’.

provided that that educational institution (or the body that administers it) has given a remuneration notice to Copyright Agency Limited (CAL) under Act. For details of the CAL licence for educational institutions contact: Copyright Agency Limited Level 19, 157 Liverpool Street Sydney NSW 2000 Telephone: (02) 9394 7600 Facsimile: (02) 9394 7601 E-mail: info@copyright.com.au

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• Reproduction and Communication by others

The Act allows a maximum of one chapter or 10% of the pages of this book, whichever is the greater, to be reproduced and/or communicated by any educational institution for its educational purposes

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Except as otherwise permitted by this blackline master licence or under the Act (for example, any fair dealing for the purposes of study, research, criticism or review) no part of this book may be reproduced, stored in a retrieval system, communicated or transmitted in any form or by any means without prior written permission. All inquiries should be made to the publisher at the address below.

o c . che e r o t r s super Published by: Ready-Ed Publications PO Box 276 Greenwood WA 6024 www.readyed.com.au info@readyed.com.au

ISBN: 978 1 86397 792 0 2

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Any copying of this book by an educational institution or its staff outside of this blackline master licence may fall within the educational statutory licence under the Act.


Contents Teachers’ Notes

Section 1:

4 5

Section 3:

Word and Number Games

26

Number Guess

27

Number Guess Sheet

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Curriculum Links

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Number Games Using Dice

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Descending Numbers

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Dice Master

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Ascending Numbers

30

King/Queen of Dice

9

Descending/Ascending Score Sheet

31 32

How Close Can You Go?

10

Letter Order

How Close Can You Go? Score Sheet

11

Word Order

33

© ReadyEdPu bl i cat i ons Which Way To Go Don’t Steal l •f orr evi ew pur p os eMysWords on y•

Dice Powers

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Section 2:

Letter/Word Order Sheet

34 35 36

Don’t Steal My Words Scorecard

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Mr/Mrs Wordo

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Addition Poker

14

Build a Word

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Subtraction Poker

15

I’m Thinking of Something

Poker Score Sheet

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How High Can I Go? How Low Can I Go?

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How High/Low Can I Go Score Sheet?

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Let’s Get to 100

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100s Chart

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Number Games Using Cards

21

Friend of 10

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Friends of 10 Chart

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Place Value Guess

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Place Value Guess Score Sheet

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Teachers’ Notes

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All of the games in this book require very little equipment and space and the rules of each game are simple and clear enough for students to play with minimal supervision. The games are hands-on and have a competitive edge which allow students to learn through enjoyment. I have trialled all of the games in the classroom and students have found them thoroughly interesting and engaging.

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Great Games With Numbers and Words is a teacher-friendly resource which contains twenty-one curriculum linked games for primary school children. I have been teaching primary aged children for many years and understand how useful it is for teachers to have access to quick and fun activities that help students develop their English and Maths skills. I have taught students who differ in their abilities and needs and who are from different age groups and have therefore designed the games in this book to cater for a range of age groups and have made sure that each game can be easily adapted to suit different abilities.

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It may be an idea to laminate the games’ instructions, so that you can use them over a long period of time and enlarge some of the students’ score sheets to A3 size. You could also laminate the students’ score sheets which do not need enlarging and ask students to write on them with a marker pen which can be erased so that the score sheets can be reused.

. te o I hope that you benefit from your purchase c . e of this friendlyc teaching resource. her r o t s s r u e p Steven Haney

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Curriculum Links QLD Mathematics: Essential Learnings: Number English: Essential Learnings: Speaking and Listening

TAS Mathematics: Number English: Speaking and Listening in Different Contexts

SA Mathematics: Number English: Strategies

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ACT Mathematics: Essential Learning Achievements 16 English: Essential Learning Achievements 8 and 10

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NSW Mathematics: Number English: Talking and Listening English: Spelling

VIC Mathematics: Number English: Speaking and Listening

WA © ReadyEdPub l i cat i ons Mathematics: Number NT English: •f orr evi ew pur po seWriting sonl y•

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Mathemtaics: Number English: Listening and Speaking English: Writing

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r o e t s Bo r e p ok u S Section 1: Number Games Using Dice

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Dice Master Level: Years K – 4 Number of Players:

This is a game that the whole class can play.

r o e t s Bo r e p ok u S Equipment:

- Two dice (add more dice to suit the age group).

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Excellent lesson breaker!

Aim: To become the Dice Master.

 How to play

To begin: All players sit in a circle and a Dice Master is chosen.

© ReadyEdPubl i cat i ons The Dice Master rolls one of the dice. • f orr evi ew pur posesonl y• Roll 1 (1 die only)

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• Players stand if they think it will be higher. • Players stay seated if they think it will be lower.

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Players then have to decide if the next die rolled will be higher, lower or the same number as the first die rolled.

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Roll 2 (second die is rolled)

The Dice Master then rolls the second die to decide who is in or out. Players are slowly eliminated as the game continues.

The last player left in the game becomes the new Dice Master. If the Dice Master eliminates all players before one player is left, then he/she is the Dice Master again.

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King/Queen of Dice Level: Years 3 – 7 Number of Players: Small groups or entire class. Equipment:

- Two dice.

- Counters (enough for approximately five counters per player).

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Fun addition game!

Aim: To win all of the counters and become King or Queen of the Dice. To keep the pattern flowing and not be eliminated.

 How to play

To begin: Each player receives approximately five counters. Each player rolls the die. The player with the highest number becomes the King or Queen.

© ReadyEdPubl i cat i ons How• Many Counters tov Risk? f o rr e i ew pur posesonl y• Choose an Opponent

The King/Queen chooses someone in the group to challenge (opponent).

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Roll the Dice • The King/Queen then rolls the die for his/her total. • The opponent then rolls again for his/her total. • Whoever has the highest total wins the pile of counters in the middle.

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Repeat

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• The King/Queen then chooses how many counters to risk and places them in the middle. • The opponent then has to risk the same amount of counters as the King/Queen and adds them to the pile in the middle.

If the same number is rolled, then the King/Queen and the opponent keep rolling until someone rolls a higher number.

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• The King/Queen and the opponent continue to take turns rolling the dice until one of them loses all of his/her counters. • The person left with all of the counters becomes the new King/Queen.

The game continues until one person has won all of the counters.

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How Close Can You Go? Number of Players:

This game works best if played in pairs.

r o e t s Bo r e p ok u S Equipment:

- Five dice. - Score Sheet (page 11).

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Can use multiplying, subtracting, dividing and adding skills.

Level: Years 3 – 7

Aim: To get as close to the answer as possible in three attempts.  How to play

To begin: Each player receives a Score Sheet. Example:

© ReadyEd P b l i cat i ons Roll 1u (two dice) The pair roll two dice and it adds to 10. This is the total that they have tol •f orr evi ew p u r p o s e s o n y• achieve. They record this number

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on their Score Sheets.

How close can you go to: 10 Roll 2 (three dice) The pair then roll three dice and the following numbers come up: 3, 6 and 2.

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• Two dice are rolled to give the players a total to achieve. Students record this total on their Score Sheets. • The remaining three dice are rolled. • Players then try to get as close to the total as possible by either multiplying (x), subtracting (-), dividing (÷) and/or adding (+) all three numbers rolled. • Players can use any symbol and each symbol can be used more than once. • Players write their equations on their sheets. Each player has at least three attempts unless he/ she achieves the answer.

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Each player now tries to work out ways to reach the total of 10 by filling in the three attempt boxes on his/her Score Sheet.

How close can you go to:

The winner is the person who achieves or gets the closest to the answer.

10

3

+

6

+

2

= 11

3

-

2

+

6

= 7

2

x

6

-

3

= 9


How Close Can You Go? Score Sheet Game 1

Game 4

How close can you go to:

How close can you go to:

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Game 2

= =

Game5

How close can you go to:

=

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=

How close can you go to:

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=

=

=

Game 6

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Game 3

=

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How close can you go to:

How close can you go to:

=

=

=

=

=

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Dice Powers Level: Years 2 – 6 Number of Players:

Whole class participation is best, although any group of more than eight will work.

r o e t s Bo r e p ok u S Equipment:

- Two dice.

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Students will need to listen carefully.

Aim: To eliminate the rest of the players and become the Power Player.  How to play

To begin: All players sit in a circle and a Power Player is chosen.

Roll 1 (1 die only)

© ReadyEdP ubl i c at i ons Changing the Power Player Ifr the Power Player rolls an •f orr evi ew pu p o s e s o l y• combination of numbers and

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Roll 2 (sum of the second die is added to the previous roll)

If a double is rolled the Power Player …

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• If both dice add to seven the person to the Power Player’s left is out. • If both dice add to 11 then the person to the right of the Power Player is out. • If another four is rolled, players once again have to put their hands on their heads and the last person to do this is eliminated.

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no one is eliminated, then he/ she gets eliminated and the person on the Power Player’s left becomes the new Power Player.

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The Power Player begins by rolling one of the dice. • If the die lands on a four then all players must place their hands on their heads. The last person to do this is eliminated. • If any other number is rolled then the Power Player continues to roll the second die.

• chooses two players from the group to eliminate. • remains in the game but chooses someone else in the circle to be the new Power Player.

The game continues until all players are eliminated and one Power Player remains.


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Addition Poker Number of Players:

Groups of four to six will work.

Equipment:

- Deck of cards (Joker, Kings, Queens, Jacks and 10s removed).

- Poker Score Sheet for the dealer and for each player (page 16).

r o e t s Bo r e p ok u S Aim: To reach the highest total.

 How to play

Deal 1

• The dealer gives one card to each player. Each player places his/her card face down (after looking at it) into either the Hundreds, Tens or Ones column on his/her Poker Score Sheet. • After all players have received one card each, the dealer turns a card over, and places it in the Hundreds column on his/ her Poker Score Sheet facing up, so that every player can see the dealer’s card.

To begin: Allocate one student as the dealer.

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Younger students may need a calculator.

Level: Years 2 – 6

Deal 3 • The dealer then gives a third card to all of the players and the players place their cards in their last available columns on their Score Sheets. • The dealer places a third card facing up in the next column on his/her Poker Score sheet.

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• The dealer then continues to give another card to all of the players. They again place their cards in either the Hundreds, Tens or Ones columns on their Poker Score Sheets. • Again, once this is done the dealer places a second card, facing up, in the next value column (the Tens column) on his/her Poker Score Sheet.

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Deal 2

Players Record Their Total • All players turn over their three cards which make a three digit number. • All players now add their three digit numbers to the dealer’s three digit number and record their total on their Poker Score Sheets. • The dealer then asks each player individually to display their cards and their total.

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The player with the highest total is the winner and becomes the dealer.

To increase the level of interest, allocate each player five counters. At the start of each game, each player chooses how many counters he/she would like to risk and places these counters on the table in front of him/her. The player who wins each round collects all of the counters on the table and adds the number of counters to his/her overall score. A player becomes the new dealer only when he/she has won all of the counters. 14


Subtraction Poker Number of Players:

Groups of four to six will work.

Equipment:

- Deck of cards (Joker, Kings, Queens, Jacks and 10s removed).

- Poker Score Sheet for the dealer and for each player (page 16).

r o e t s Bo r e p ok u S Aim: To reach the lowest total.

 How to play

Deal 1

To begin: Allocate one student as the dealer. Deal 3

© ReadyEdP ub l i c a t i o ns • The dealer then gives a third card to all of the players and the players place their cards ino their last available •dealer f or r ev i e ur po se s n l y • The gives one card to w each p columns on their Poker Score Sheets. The dealer begins with a score of 999.

player. Each player places his/her card face down (after looking at it) into either the Hundreds, Tens or Ones column on his/her Poker Score Sheet.

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• The dealer then continues to give another card to all of the players. They again place their cards in either the Hundreds, Tens or Ones columns on their Poker Score Sheets.

Players Record Their Total • All players turn over their three cards which make a three digit number. • Players now subtract their three digit numbers from the dealer’s three digit number (999) and record their total on their Score Sheets. • The dealer then asks each player individually to display their cards and their total.

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Younger students may need a calculator.

Level: Years 2 – 6

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The player with the lowest total is the winner and becomes the dealer.

To increase the level of interest, allocate each player five counters. At the start of each game, each player chooses how many counters he/she would like to risk and places these counters on the table in front of him/her. The player who wins each round collects all of the counters on the table and adds the number of counters to his/her overall score. A player becomes the new dealer only when he/she has won all of the counters. 15


Poker Score Sheet 10s (Tens)

1s (Ones)

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100s (Hundreds)

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1000s

Game 1

Game 2

Game 3

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100s

10s

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Write your subtotal in the table below. (Note: you may not use all the columns.)

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0s


How High Can I Go? Level: Years 3 – 6 Number of Players:

This game is best played in pairs.

r o e t s Bo r e p ok u S Equipment:

- Deck of cards (Joker, Jacks, Queens and Kings removed).

- Calculator (optional).

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100

Aim: To achieve a number on or closest to 100, but not over 100.  How to play

To begin: Players one and two receive five cards face down and start with a score of zero.

Turns over all of his/her five cards and chooses a card to: • multiply by five (x5). • multiply by three (x3). • multiply by two (x2). Player one adds the total of the two remaining cards to the totals of the cards above.

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Players must use all five cards to get on or as close to 100 as possible, making sure that they do not go over 100.

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Player 1

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If the total goes over 100, then the player has to begin again by choosing different cards within their five cards to multiply to get to a total on or below 100.

Player 2

Turns over his/her five cards and attempts to beat the score set by player one.

Once both players have finished, the player with the number on or closest to 100, (but not over 100), wins.

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How Low Can I Go? Level: Years 3 – 6 Number of Players:

This game is played in pairs.

r o e t s Bo r e p ok u S Equipment:

- Deck of cards (Joker, Jacks, Queens and Kings removed).

- Calculator (optional).

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0

Aim: To achieve a number on or closest to zero, but not below it.

 How to play

To begin: Players one and two receive five cards face down and start with a score of 100.

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Turns over all of his/her five cards and chooses a card to: • multiply by ten (x10). • multiply by five (x5). • multiply by two (x2). Player one adds the total of the two remaining cards to the totals of the cards above giving him/her a subtotal.

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Player 1

Player one then subtracts the subtotal from 100 to give him/her a final number.

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If the subtotal goes below zero, then the player has to begin again by choosing different cards from the five cards to multiply to get to a total on or closest to, but not below, zero.

Player 2

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Turns over his/her five cards and attempts to beat the score set by player one.

Once both players have finished, the player with the lowest total wins, as long as it is not below zero.

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How Low/High Can I Go? Score Sheet x

5

=

r =o e t s Bo r e p o u k x 2 = S 3

Total

x

Player________________

=

5

=

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©x Rea3dyE ubl i cat i ons =dP Player________________ •f orr evi ew pur pose sonl y• 2

Total

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= =

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=

2

= =

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Let’s Get to 100 Level: Years 2 – 6 Number of Players:

This game is played in pairs.

r o e t s Bo r e p ok u S Equipment:

- 100s Chart per player (page 20). - A counter per player. - Deck of cards (Joker, Jacks, Queens and Kings removed).

Aim: To reach 100 before your opponent.

 How to play

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5 4 3 2 10 9 1 8 7 15 6 14 13 20 12 19 11 18 25 17 24 16 23 30 22 29 21 28 35 27 34 26 33 40 32 39 31 38 45 37 44 36 43 50 42 49 41 48 55 47 54 46 53 60 52 59 51 58 65 57 64 56 63 70 62 69 61 68 75 67 74 66 73 80 72 79 71 78 85 77 84 76 83 90 82 89 81 88 95 87 94 86 93 0 92 10 99 91 98 97 96

To begin: Both players place their counters on the number 20 on the 100s chart.

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Red or Black?

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Correct Guess: Player two moves ahead five spaces on the 100s chart. In addition to the five spaces, player two also moves the number shown on the card turned over.

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• Player one takes one card from the deck and places it face down. • Player two then tells player one if he/she thinks that the card is red or black. • Player one turns the card over.

Players are encouraged to work out faster ways of adding the numbers rather than counting one space at a time.

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Player two continues to guess the next card until he/she guesses incorrectly.

Incorrect Guess If a player guesses incorrectly then he/she moves back five spaces and it now becomes the next player’s turn to do the guessing.

The first person to reach 100 is the winner, although players must land on 100 exactly to win.

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100s Chart 1

2

3

4

5

6

7

8

9

10

11

12

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16

25 30

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56

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61

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69

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18r 19 o e t s B r e o p ok 22 23 24 u S 27 28 29 17

35

40

45

© Rea Ed48Publ i ca i ons 50 47dy 49t •f orr e vi ew pu r poses onl y• 51 52 53 54 55

46

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Friends of 10 Level: This game is suited to all year levels.

For younger students, it may be an idea to remind them of the cards which make Friends of 10.

Example: 9 & 1

8&2

7&3

6&4

5 & 5.

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This can be played individually or in pairs.

Equipment:

- Deck of cards per player (remove Joker). - Friends of 10 sheet (page 23).

Aim:

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Number of Players:

This game helps students use combinations of two numbers to make totals of ten (Friends of 10). The aim is for students to use as many of the deck of cards as they can by matching up as many Friends of 10 as possible. The score is calculated by counting how many Friends of 10 each student has.

 How to play

To begin: Players place in front of them their Friends of 10 sheets and a deck of cards.

© ReadyEdPubl i cat i ons placing your next card inn Box 1 and The next step isr to r place a card facing • f o e v i e w p u r p o s e s o l y • then in Box 6. If no Friend of 10 up in Box 1 on the Friends of 10

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appears, continue to play the game by placing cards in the empty boxes. A 10 card is considered a stop card for that box. This means that it can not be placed face down and the player has to move on to the next box.

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sheet. Then place a second card, also facing up in Box 2. If these two cards make a Friend of 10, place them face down and start again from Box 1. If the cards placed in Box 1 and 2 do not make a Friend of 10, continue placing the cards sequentially into each box until a Friend of 10 appears. A Friend of 10 could be made up of the card in Box 1 and Box 6 for example. If this happens, turn the cards in these boxes face down and continue to play the game by

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If a Jack, Queen and King appear on the board together then these are like bonus cards and are treated as Friends of 10 and are turned over.

The game is finished when there are no more spare boxes and no more Friends of 10. Students then count the total number of Friends of 10 that they have created with a full deck of cards. The winner is the player who has the most Friends of 10.

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Friends of 10 Box 2

Box 3

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Box 4

Box 5

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Box 1

Box 6

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Box 7

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Box 9

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Place Value Guess Level: This game is suited to all year levels.

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This game focuses on place value and on understanding the difference between higher and lower.

Equipment:

- A Score Sheet per player (page 25).

- A deck of cards per pair (Joker, Kings, Queens, Jacks and tens removed).

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Number of Players: This game is best played in pairs.

Aim: To achieve the highest three digit numbers.  How to play  How to play

To begin: Both players draw a card from the deck.

© ReadyEdPubl i cat i ons • f orr evi ew pur posesonl y• Players write down the card value in the hundreds, tens or

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This continues until all nine squares are filled in on the players’ Score Sheets. The players work out who has the highest three digit number in each line.

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The winner is the player who has the highest numbers in the most number of lines.

Note: You can vary the amount of squares in each line to suit the age group.

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ones column in either line 1, 2 or 3 on their score sheets.


Place Value Guess Score Sheet 100s

10s

1s

100s

Line 1

Line 1

Line 2

Line 2

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1s

100s

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Line 2

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Line 3 © ReadyEdPu bl i cat i ons •100s f orr e vi ew pur pose son10s l y• 1s 10s 1s 100s

Line1 Line 2

10s

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Line 3

1s

Line 3

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10s

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Line 1

Line 1

Line 2

Line 2

Line 3

Line 3

1s

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r o e t s Bo r e p ok u S Section 3: Word and Number Games

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Number Guess Level: This game can be played by all age groups. Number of Players:

This game is played in pairs.

Equipment:

- One Number Guess Sheet per player (page 28).

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This game focuses on place value and understanding the difference between higher and lower.

Aim: To guess your opponent’s number in the least amount of guesses.

To begin: Each pair decide who will go first.

 How to play

Player 1 •

writes down a three digit number on a piece of paper without showing player two.

© ReadyEdPuChange bl i c at i ons Roles Player two then has a turn at •f orr evi ew pur p• o se so l y• writing down theirn number

Player 2

Player 1

for player one to guess.

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• Player one indicates in the box next to each digit Example: ifit is greater than ( or >) or less than ( or <) the actual digit, or if the digit is 100s correct (). In the example shown, player 4 two has guessed that player one’s number 6 is 419. Player two has used symbols to indicate that digits 4 and 1 need to be 5 higher and that digit 9 needs to be lower.

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Player 2

Player:Sam

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• Player two guesses what player one’s number might be by writing a three digit number in the first column on the Number Guess Sheet.

10s

1s

1 9 2 5   4 6 7 9 

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• Player two uses player one’s information to alter his/her guess.

The game continues until all the guesses have been taken up or the number is guessed correctly. The number of guesses that player two makes before a correct guess is reached is recorded next to Guess Total.

Guess Total: 11

The person who has the least amount of guesses wins. More than one round can be played. 27


Number Guess Sheet Player: __________________

10s

1s

100s

10s

1s

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100s

Player: __________________

Guess Total: _________________ © ReadyEdP ubl i cat i ons •__________________ f orr evi ew pur p ose sonl y• Player: Player: __________________

Guess Total: _________________

10s

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1s

10s

1s

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Guess Total: _________________ 28

100s

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100s

Guess Total: _________________


Descending Numbers Level: Years 3 – 6 Number of Players: Equipment:

This game is played in pairs. - A variety of numbers consisting of one, two or three digits (depending on age group) are placed in a bag. - One Ordering Numbers sheet per player (page 31).

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A game which focuses on descending numbers.

Aim: To place all numbers in descending order.

 How to play

To begin: Each player receives an Ordering Numbers sheet.

© ReadyEdPubl i cat i ons • The players place their numbers facep upu in r • f o r r e v i e w pos eson l y• 120 120 front of them and write them on their Ordering Numbers sheet in the Numbers column.

• Each player then arranges his/her numbers in descending order in the Correct Order column.

Numbers

Correct Order

11

45

45

40

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40

Tally Up

• The players then swap Ordering Numbers sheets and allocate one point to each number placed in the correct order.

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Game 1

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Players take turns in pulling out five numbers each from the bag.

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• The player with the most points in each game wins.

Total of numbers in correct order:

points

• After the game has been marked and points calculated the players then correct any incorrect answers by placing them in numerical order.

Players can choose numbers with more digits to make the game more challenging.

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Ascending Numbers Level: Years 3 – 6

A game which focuses on ascending numbers.

Number of Players:

This game is played in pairs.

Equipment:

- A variety of numbers consisting of one, two or three digits (depending on age group) placed in a bag.

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- One Ordering Numbers sheet per player (page 31).

Aim: To place all numbers in ascending order.

 How to play

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To begin: Each player receives an Ordering Numbers sheet.

Players take turns in pulling out five numbers each from the bag.

© ReadyEdPubl i cat i ons • Players place their numbers face up in front 1 •f o rr ev ew pur posesGame on l y• of them and write them oni their Ordering • Players then arrange their numbers in ascending order in the Correct Order column.

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Tally Up

• The players then swap Ordering Numbers Sheets and allocate one point to each number placed in the correct order.

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Numbers

Correct Order

5

5

11

11

45 40

40 45

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• The player with the most points in each game wins. • After the game has been marked and points calculated the players then correct any incorrect answers by placing them in numerical order.

120

Total of numbers in correct order

Players can choose numbers with more digits to make the game more challenging.

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Numbers sheet in the Numbers column.

points


Ordering Numbers Game 1 Correct Order

Numbers

Correct Order

Numbers

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Game 2

Total of numbers © Rea d y E d P u b l i cat i ons points in correct order: points •f orr evi ew pur posesonl y•

Total of numbers in correct order:

Numbers

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Total of numbers in correct order:

Game 4

Correct Order

Numbers

Correct Order

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Game 3

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points

Total of numbers in correct order:

points 31


Letter Order Level: Years K – 2 Number of Players: This games is played in pairs.

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- A variety of letters are placed in a bag.

- One Ordering sheet per player (page 34).

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An alphabet game for juniors.

Aim: To arrange letters into alphabetical order.

 How to play

To begin: Players take turns to pull out five letters each from the bag.

© ReadyEdPubl i cat i ons d a • f o r r e v i e w p u r p o s e s onl y• • Players then arrange the letters in alphabetical ABC

Correct Order

2

a

d

Tally Up

3

p

f

• The players then swap Ordering sheets and allocate one point to each letter placed in the correct order.

4

f

p

5

s

s

order in the Correct Order column.

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• The player with the most points in each game wins.

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• After the game has been marked and points calculated the players then correct any incorrect answers by placing them in alphabetical order.

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• Players place their letters in front of them and write them on their Ordering sheets in the ABC column.

Total in alphabetical order: points


Word Order Level: Years 2 – 4 This game is played in pairs.

Equipment:

- Large number of sight words placed into a bag. Words can be more difficult depending on the age of players.

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- One Ordering sheet per player (page 34).

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Great for building word skills.

Number of Players:

Aim: To arrange words into alphabetical order.

 How to play

To begin: Players take turns in pulling out three words each from the bag.

© ReadyEdPubl i cat i ons •• f or r e varranges i ewthep ur osesonl y• Each player then words inp alphabetical • Each player places their words in the middle of the table and the players write down the words on their Ordering sheets in the ABC column. order in the Correct Order column.

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• The players then swap Ordering sheets and allocate one point to each word placed in the correct order. • The player with the most points in each game wins.

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Tally Up

• After the game has been marked and points calculated the players then correct any incorrect answers by placing them in alphabetical order.

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Include more difficult words to make the game more challenging.

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Ordering

A B C D E F G H I J K L M N O P Q R ST UVW XY Z Correct Order

ABC 1

ABC

Correct Order

1

2

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4

4

5

5

Total in alphabetical order:

Total in alphabetical order:

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© ReadyEdPubl i cat i ons points points •f orr evi ew pur posesonl y•

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1 2 3

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2

Correct Order

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5 Total in alphabetical order:

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Correct Order

ABC

5

points

Total in alphabetical order:

points


Which Way To Go? Level: Children of all ages will enjoy this game. Number of Players:

This can be played in small groups or as a whole class.

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This is a great game that helps to teach students their left from their right.

Aim: To keep the pattern flowing and not be eliminated.

 How to play

All players sit in a circle with their hands on their legs. The teacher chooses someone to start the game.

• u Theb direction oft the circle can © ReadyEdP l i c a i o n s be changed by slapping the same leg that the direction of •f orr evi ew pur p osesonl y• the circle is going in TWICE.

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• The person next to player one then has to follow the same direction. E.g. If the right leg is slapped then the person to player one’s right has to copy the pattern by hitting his/her right leg with his/her right hand and so on around the circle. If someone hits either his/her left leg or uses his/her left hand at this point, then they are eliminated.

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This then reverses the pattern to the opposite direction.

• The person next to the player who has changed the direction of the game, must recognise the change in direction and hit the relevant leg to continue the flow of the circle.

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• The chosen person (player one) slaps either his/her left leg with his/her left hand or right leg with his/her right hand.

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• Anyone can change the direction of the circle at anytime.

• Players are eliminated if they hit out of turn, use the wrong hand or are too slow in keeping the game flowing.

The winner is the last player left in the game. They then start the next game.

To reduce the game’s level of difficulty, players can shout out left or right instead of slapping their legs. 35


Don’t Steal My Words Level: Years 2 – 6 Number of Players:

Groups of three to six.

Equipment:

- A variety of letters in a bag. - A timer. - One Scorecard per player (page 37).

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This game focuses on students’ vocabulary.

Aim: To think of words that no one else in the group has thought of, starting with a specific letter.

 How to play

To begin: Each group chooses a player to time each round.

There are five rounds per game.

© ReadyEdPubl i cat i ons • All players receive ae scorecard to write words •f o rr vi ew ptheir ur poon.sesonl y• Each Round

• A player from the group chooses a letter from the bag and places it in the middle of the table for all of the players to see.

Players turn their scorecards face down when finished.

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• All players then write down five words (on their scorecards) that start with the letter chosen, within a time frame (approximately two minutes). Once the time is up, the timer tells the players to put their pens down.

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At the end of each round each player takes turns to:

• Call out his/her words one by one. If any of the other players in the group have the same word they call out “got it” and everyone with the same word crosses it off their scorecard.

• Once all players have called out their list of words, they add up how many weren’t taken by other players and place their totals in the Total box. After all five rounds have been played, they then add up their totals from each round and place it in the Subtotal box.

The player with the highest subtotal wins. At the end of each game the timer must be swapped.

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Scorecard Player_________________Scorecard Total

Round 1

Round 2

Total

Round 3

Total

Round 4

Total

Round 5

Total

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Total

Subtotal:

Player_________________Scorecard Round 2

Total

Round 3

Total

Round 4

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Round 1

Total

Round 5

Total

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Subtotal:

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Player_________________Scorecard

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Round 2

Total

Round 3

Total

Round 4

Total

Round 5

Total

Subtotal: 37

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Mr/Ms Wordo Number of Players:

This game is best played in large groups.

Equipment:

- A bag of letters ranging from A-Z (include more vowels than consonants).

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Aim:

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This game focuses on sight and high frequency words along with commonly used blend words.

Level: This game is suitable for Years 2-6.

To become Mr/Ms Wordo by making five words from random letters before the other players.

 How to play  How to play

To begin: Students sit around a table facing each other.

© ReadyEdPub l i cat i ons Example: Player one makes the •f orr evi ew pur po s e s o n l y• word ‘eat’ and there is

w ww

• This continues until someone can make a word from the letters placed in the middle of the table. When a player is able to make a word, he/she calls out “Wordo” and then spells the word. This player then takes those letters out of the circle and places them next to him/her. The player does not have to use all of the letters in the middle of the table to make his/her word.

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Player three calls out “Wordo” and takes player one’s word ‘eat’ and adds the ‘p’ to make the new word ‘TAPE’.

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• This continues until one person in the group has made five words.

• Words can be stolen from other players by taking letters from the middle and adding them to another player’s words. This can only be done if all the letters from the other player are used in the new word being formed.

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a ‘p’ left in the middle.

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• Each group chooses one player to start the game by pulling one letter at a time out of the bag. The chosen player continues to pull out letters from the bag and place them in the middle of the table for everyone to see.

The winner is the first player to make five words. The winner becomes Mr/Ms Wordo and starts the next game by pulling new letters out of the bag.


Build A Word This game focuses on students’ spelling skills.

Level: Years 2 – 6 Number of Players: Groups of two to four. Equipment:

- A variety of letters in a bag per group.

To use all ten letters chosen to make a variety of words.

 How to play

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r o e t s Bo r e p ok u S Aim:

To begin: Each group selects one player to choose ten letters from the bag and to place the letters in the middle of the table.

• All players in the group swap and mix the letters around to form words. They continue to do this until there are no letters unused.

© R e a d y E d P u b l i c a t i o n s • When the group have managed to use all ten letters to make a variety of words, theyr place the letters in r the bag start game again. • f or ev i e wback pu p oand se stheo nl y •

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Example:

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The ten letters picked are: S I A P H L T T R A.

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To make the game more difficult the group may choose to receive more than ten letters in each game.

o c . Players thenc reshuffle the letters to form SHIP and AT and ART. These e h r eand o words use nine letters leave one letter which is the letter L. t r s s r u e p Players then try again by shuffling the letters around Players make the words HAT and SAIL. These words use seven letters and leave three to use.

and finally come up with HIP and SALT and ART.

If students are unable to use all of the letters from the bag, they can choose different letters from the bag and restart the game.

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I’m Thinking of Something

Number of Players: Whole class participation is best but any large group will work.

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This game tests students’ listening skills.

Level: Years K – 6

Aim: For the whole class to guess the object that the teacher is thinking of.  How to play  How to play

To begin: Everyone sits in a circle.

• The teacher chooses an object for the students to guess (can be an animal, something in the classroom, something familiar to all students).

Example: Teacher is thinking of a stapler. The first student asks, “Is it in the room?” The teacher answers, “Yes”. The second student asks, “Is it big?” The teacher answers, “No”. The third student asks, “Is it on your desk?” The teacher answers, “Yes”. Children now start looking at things that are on the teacher’s desk. The fourth student asks, “Is it sticky?” The teacher answers, “No”. The fifth student asks, “Do you write with it?” The teacher answers “No”. The children keep asking questions until everybody knows what the object is and is standing. All of the children call out, “Stapler” The game restarts with a new item chosen.

questions to help them work out what the object is, however the teacher can only answer yes or no.

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• Children stand if they think that they know the answer.

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• If a student has stood up, then that student has to ask the teacher a question to make sure that they have the correct answer. If the teacher answers no, then that student has to sit back down until they know the answer and can stand up again. If the teacher’s answer is yes, then the student keeps standing until all students are standing and know the answer.

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• Once all children are standing they call out the answer. • Students can stand at any time of the game. • Questions need to assist everybody for it to be solved.

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• • The students take turns asking


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