Educational board games are often expensive and
sometimes limited in scope.
School materials budgets aren’t getting any more
generous and value is an important consideration when making a purchase for the
classroom or therapy setting. My goal in writing this book is to provide
educators with a wide variety of game types in many different skill areas for a
reasonable price.
These games can be used exactly as they are printed (some
photocopying may be required), or you can photocopy the boards, color them, laminate
them, and store them in file folders for repeated use. These games make great additions
to learning centers or as take-home activities. As with any tool, every professional
who picks up this book will use it differently.
50 Quick-Play Grammar Games is designed to reinforce a
variety of basic grammar skills. At least two games are included for each skill
in the book, and two different skill levels are addressed within each skill
area.
A collection of games and
activities for elementary students of English.
The games in this book have
been specially written for beginners and elementary students – the tasks have
been designed in such a way that only a very limited knowledge of a language is
necessary to complete them.
Each game is written within a
specific functional area and limited to one or two structures and a clearly
defined lexical field. They can be used with beginner’s right from the very
first lesson.
The games are arranged in
approximate order of difficulty, following a traditional structural
progression, although teachers may, of course, use the games in any order,
following their own syllabuses.
A game is an activity with
rules, a goal and an element of fun.
There are two kinds of games:
competitive games, in which players or teams race to be the first to reach the
goal, and cooperative games, in which players or teams work together towards a
common goal. Both kinds are featured in this book.
The activities in this book
fall into two types: linguistic games and communicative games. In linguistic
games, the goal of the games is linguistic accuracy, i.e. producing a correct
structure.
Communicative games, however,
are activities with goal or aim that is not linguistic. Successful completion
of the game will involve the carrying out of a task such as drawing in a route
on a map, filling in a chart, or finding two matching pictures, rather than the
correct production of a structure.
However, in order to carry out
this task it will be necessary to use language, and by careful construction of
the task it will be possible to specify in advance what language will be required.
Counting is the process of
determining the number of elements of a finite set of objects.
The benefits
of coloring pages: 1) Self-expression - coloring on a
blank "canvas" (piece of paper), is a way for children and adults
alike to express themselves.
You can tell a lot about the
way a person is feeling by the images that they draw, the colors that they
use.
Spelling is an important skill
for many reasons. Above all, it is vital to be able to spell correctly so that
you do not confuse your reader.
For instance, there are certain
words (called homophones) which sound the same, but which have different
spellings and meanings.
As your spelling gets better,
your writing style will also improve, because you will be able to write with
confidence, using a wide range of words to express yourself.
Fun class activities 1 is an
indispensable resource book for teacher who wish to inject some fun and
laughter into their lessons.
It contains 65 photocopiable
activities, using humor to teach language more effectively. The activities
include jigsaw-reading, tongue-twisters, correcting misprints, acting out
sketches and role-plays, re-telling jokes and anecdotes, and playing charades
and consequences.
As so much humor is based in language, these activities are
ideal for practicing, for example, reading and speaking skills, correct
pronunciation, grammar and vocabulary.
Language teachers all over the world agree that visual material can
significantly aid the comprehension of the new vocabulary.
Pictures provide context and unambiguous meaning, thereby allowing
students to learn and remember words more easily.
English with crosswords develop this concept to the full introducing all
new words within a chosen theme, each one alongside its visual representation.
Developing creativity is not an
easy option and poses future challenges.
It has been compared to a
muscle that needs the constant constraining discipline of exercise to
strengthen individuals’ innovative thinking and problem-solving.
There is a tendency to devote
time to its development with children and young learners, when it is as
important to extend its use to give positive satisfaction to all ages.
This volume mixes contributions
from a wide range of authors, from those with many years’ experience and
previous publications to those who have just started their journey.
It demonstrates that creativity
in the language classroom isn’t limited to the ‘gifted’ and ‘talented’ but is
something that any teacher can try to apply.
Creativity is an endangered species
in the current model of education, which is increasingly subject to institutional,
curricular and assessment constraints.
This collection will serve to
encourage and inspire teachers to allow their creativity to flourish, and to
foster it in others.
Develop your students into purposeful thinkers and proficient readers by
using classroom strategies that scaffold comprehension.
Influential collection of literacy skill-building strategies to bring
this edition in line with recent scholarship in the literacy field and today s
understandings about reading comprehension.
The stronger focus on gradual release of responsibility, metacognition,
and what happens before, during, and after reading will allow your students to
really own these strategies.
The Strategy Indexes that accompany each strategy will assist you in
your instructional planning and have been updated to include the strengths of
each strategy in terms of instructional focus and comprehension processes.
All the games in the Games bank
can be used for a variety of language targets, such as vocabulary review and
the introduction of new English structures.
Some involve the children playing
games actively (e.g. Balloon Relay), while others have the children writing
things on a notepad or bingo grid (e.g. Phonic Bingo).
Every class is different. A
game that is popular with one group of children may not be popular with
another, so we need to enter a new class with a variety of games at our disposal.
The Games bank provides a
starting point for you to assemble a “basket” of games for each of your
classes.
If you want to focus children’s attention, you first have to capture
their interest.
How to get children’s attention with fun and interesting games and how
to help them expand their powers of attention in ways that will benefit them throughout
their lives.
Everyone is paying attention to something. What that something is and how
long the attention is captured are the variables.
All the games work on the principle of developing sustained attention by
providing interesting age-appropriate experiences.
Easy Ways to Get Your Students Playing,
Laughing, and Learning
Let the Games Begin!
Each game in this book is a “recipe for fun” with a purpose. If you are
new to using games in the classroom, this book makes it easy to get started,
but it is also designed to be useful for veteran gamers.
The remarkable power of games
to engage our attention is evident all around us.
Individually, and as a culture,
we spend vast amounts of time, energy, and resources to watch and participate
in games.
Athletes are well-paid,
stadiums are lavish, video games are ubiquitous, and school calendars are
arranged to make sure that interschool sports can be accommodated.
I’ll bet that your cell phone even
includes some tiny games so that you can play while waiting at the fast-food
drive-up window. We are so awash in games every day that we may not even notice
their abundance.
Easy and entertaining
activities that build essential language-arts skills.
Playing games is fundamental to human behavior.
It’s in our genes! Even babies play games.
One of their favorites is “Drop the Rattle Out of the Crib and See How
Many Times You Can Make Your Parents Pick It Up!” Then there’s “How Much of the
Living Room Floor Can I Cover With My Blocks and Toys?”
Of course, when they get older they play other games, like “How Many
Times Can I Get My Parents to Ask Me to Do Something Without My Actually
Getting Around to Doing It?”
The truth of the matter is that we all play games. It’s how we explore
the world and find out who we are.
Games are fun, too, and some of the most enjoyable and creative games
are the ones we play with words. The wonderful thing is that they can also be
powerful learning tools.
Word games can improve our writing, too. They
can help us with spelling and grammar skills, punctuation, and creativity. Maybe writing is a game anyway. Don’t we tempt and tease our readers, sometimes
surprising them and sometimes reassuring them? Sometimes we strut with our
words. Sometimes we inform with our words—or shock or show off or even hide behind
our words. The word games in Chapter Four can hone the skills we need to do all
of this.
Travel in
the History of Art with these Coloring pages created from
paintings: the most well-known in the world !
Impressionists
(Monet, Manet, Renoir ...) to the genius of Pop Art (Andy Warhol, Keith
Haring), passing by Van Gogh and Picasso, you will always find a complex picture
to print and color .
Color by
Numbers is an coloring activity that can no only be fun but teach number recognition
as well.
There
are so many colorful, breathtaking pictures to color!
Kids
love to color by numbers and I got a bunch for you to choose from.
Grab
your favorite crayons, markers or water colors and use the guides with each
image to choose the right colors and make a nice picture.
Kahoot! es una plataforma gratuita que permite la creación de cuestionarios de evaluación (disponible en app o versión web). Es una herramienta por la que el profesor crea concursos en el aula para aprender o reforzar el aprendizaje y donde los alumnos son los concursantes. Los alumnos eligen su alias o nombre de usuario y contestan a una serie de preguntas por medio de un dispositivo móvil. Existen 2 modos de juego: en grupo o individual. Las partidas de preguntas, una vez creadas, son accesibles por todos los usuarios de manera que pueden ser reutilizadas e incluso modificadas para garantizar el aprendizaje. Se puede modificar el tiempo de cuenta atrás, las posibles respuestas y se pueden añadir fotos o vídeos. Finalmente gana quien obtiene más puntuación.
Make
learning awesome!
Kahoot!
delivers engaging learning to billions.
Teachers,
students, businesses and parents all use Kahoot! for group learning,
e-learning, distance learning, and self-study everywhere!
Create
Creating
a game of Kahoot! only takes minutes. You can create one from scratch, use our
question bank to mix and match questions, edit a template, or reuse existing
games, for example, one of our premium kahoots created and verified by
teachers.
Host
live
To
host a kahoot live, you’ll need a big screen so everyone can see. Questions and
answer alternatives will be displayed on the shared screen, while students
answer on their devices. You can also use a video conferencing tool share your
screen so students can join and play from home.
Assign
Make
learning awesome anywhere, anytime! Assign student-paced kahoots that students
can on their computer or Kahoot! app (which makes this feature particularly
helpful for distance learning when students are at home.) Questions and answers
will be displayed on their screens.
Share
After
a game, encourage students to create and share their own kahoots! Also, with a
Pro or Premium subscription, you can co-create and share kahoots with other
teachers in your school.