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If you're looking for a game that students will beg to play every week, this is it. I've used it in classrooms and academic enrichment programs at summer camp with fantastic results. Add this to
Bug and
The Mysterious Box of Mystery, and you have three solid sure-fire games for your ELA toolbox.
Big Words is an activity which promotes an increase in phonetic awareness, spelling accuracy, and vocabulary development. The game I describe below was inspired by authors Patricia M. Cunningham and Dorothy P. Hall in their book
Making Big Words. The copy I purchased over ten years ago encouraged me to turn their ideas into a class-wide game which has been a huge hit ever since.
The first objective of the game is to create as many words as possible from a given set of letters. To play, each student is given an envelope containing a strip of letters in alphabetical order, vowels listed first and then consonants. The student cuts these apart so that the individual letters can be easily manipulated on the desktop. Moving the letters about, students attempt to form as many words as possible. Beginners may only be able to form two-, three-, and four-letter words, but with time and practice will be able to use knowledge of word parts and blends to form much longer words.
The second objective is to spell a single word (the Big Word!) with all the letters. In my class, that Big Word very often relates to an upcoming trip, project, or special event, and thus serves double-duty to build excitement and enthusiasm.
As Big Words is used on a regular basis, the teacher can discuss strategies for increasing word counts. Some of these strategies include rhyming, changing single letters at the beginning or ending of each word, using blends, homophones, etc. Many additional words can also be generated through the use of
-s to create plurals, and
-e to create long vowel sounds. Some students will discover that reading their words backwards prompts additional ideas. Additionally, the teacher can discuss word parts which can help students to understand what they read (such as how the suffix
-tion usually changes a verb to a noun, as in the word
relaxation).
While the book emphasizes individual practice, we prefer to play Big Words as a class game. I've outlined our procedures below.
You can also access these directions as a printable Google Doc.BIG WORDS Game Play
- Have students cut apart the letters, and then begin forming as many words as possible using those letters. Remind them to not share ideas with partners, and to not call out words as they work (especially the Big Word).
- After about fifteen minutes, have students draw a line under their last word, and then number their list. They cannot add to or change their lists, but new words that they hear from classmates should be added once the game starts.
- Divide the class into two teams. Direct students to use their pencil to “star” their four best words which they would like to share. These should be words which the other team might not have discovered.
- Determine how the score will be kept (on a chalkboard, interactive whiteboard, etc.). The teacher should also have a way to publicly write words as they're shared so that students can copy them more easily. Here are links to a PowerPoint scoreboard or an online scoreboard.
- Hand a stuffed animal or other object to the first student from each team. This tangible item will help the students, and you, to know whose turn it is to share. Tell students that only the player holding the stuffed animal may speak. Other players who talk out of turn will cost their team one penalty point. These penalty points should be awarded to the opposing team, not subtracted from a score. This will greatly reduce unnecessary noise.
- Play takes place as follows: The first student shares a word, nice and loud. He or she spells it out. If any player on the opposing team has that word, they raise their hand quietly and the teacher checks to see that it is the same word. (It doesn't matter if any student on the speaker's team has the word or not). Every player who has it should check it off, and every player who does not have it should write it into their notebook.
- If no player on the opposing team has the word, then the team scores 3 points. If anyone on the opposing team has the word, then only 1 point is scored.
- If a player shares a word which has already been given aloud, their team is penalized 2 points! This helps everyone to pay better attention to the game.
- Ironically, the Big Word counts for as many points as any other word. Feel free to change that if you prefer, but I discovered that if I make it worth more points, students waste an extraordinary amount of time trying to form the Big Word alone, while ignoring the creation of any smaller words.
- Play until a predetermined time, and then if the Big Word hasn't been formed yet, provide students with the first two or three letters to see who can create it.
Enjoy the game! I know your students will.
I received some nice emails about the Bug game our class designed, so I wanted to share what we played this past Friday. I call it The Mysterious Box of Mystery.
Worst name ever.
I know, but my students loved it. Well, the game, not so much the name. Surprising, since they all lost! But they see the potential for winning, so they're psyched about playing it again.
The game is simple. Find a box, tissue-box size or somewhat larger, in which you can hide an object. Ask students to number a page one through eight, and then prompt them to ask questions about the hidden object that can be answered yes or no. Each time you provide a yes/no answer, students write a new guess, or rewrite the one they've previously recorded if they feel it's correct.
Simple, right? Perhaps you've probably played something like this before. But to increase the "mystery" of it,
I created a rhyming script that I read for each of my three classes, and I never deviated from the script. One student mentioned that it made Mystery Box "really scary," and another students mentioned that it built the suspense.
Cool. But the script was truthfully designed to achieve the first objective of the game:
to build better listening skills. By sticking to the script, the game proceeded without interruption, and students were incredibly attentive throughout.
When students failed to name the object in each of the classes, I revealed the objects to them: a spork for Period 1, a candle for Period 5, a clothespin for Period 7. Each time when I asked, "Was it possible for you to actually guess this with just eight questions?" students reluctantly admitted yes.
"Possible, but not probable..." mused one student.
"Not with the dumb questions we asked," responded another unhappily. "We needed to ask better questions."
"We did waste a couple of guesses," added another.
And there it is, the second and more important objective of the game:
to learn to ask better questions. For example, one student asked, "Is the thing in this room?" and the answer, of course, was yes. But what she meant was, "Is this thing observable to our eyes anywhere in the classroom right now?" That question would have cut down many possibilities and likely caused all students to change their guessing strategies.
So while students were disappointed, none complained that the game was unfair or impossible. Instead, many began discussing strategies for the next time the game was played.
I did promise students that I would never use an object that was rare, unique, or unknown to them; they did fear, after all, that I would make the objects harder to guess as they became better guessers.
Beginning to finish, the game took ten minutes. The script was especially helpful in keeping me, the facilitator, from veering off course. In the future, when students are allowed to facilitate the game using their own objects, the script will likewise keep the class focused.
Give it a go, and let me know how it works out for you.
If you're looking to get more games into your reading and writing classroom, I highly recommend Peggy Kaye's
Games for Reading and
Games for Writing. I've used both books extensively in one-to-one instruction, but many of the games can be played with little planning in the ELA classroom. These games are also a huge help if you're seeking activities that a substitute can implement that will be highly engaging for your students.
Games are the most elevated form of investigation. ~ Albert Einstein
I just finished reading Cathy N. Davidson's wonderful
Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work and Learn. I'll need to reread it, to be honest, because too often my mind began drifting to my own classroom as I read. I began asking myself if I was doing all that I could to engage students, and the answer was a sad and resounding no. My classes are severely lacking in game play.
According to Davidson, "Games have long been used to train concentration, to improve strategy, to learn human nature, and to understand how to think interactively and situationally." In the classroom, games capture and focus attention, increase motivation, and allow for complete, overt engagement.
My most often downloaded resource, in fact, is a Theme Game I created on Google Slides. At least one of my readers a day downloads this activity, which means that other teachers are seeing the value of game play in the classroom.
I readily admitted to my students that I created Bug, and it would have some, well, "bugs" that needed to be worked out. But students were eager to help in this regard, and our finished game is best described through the Google Slides presentation below.
What We Learned Together1) We decided that certain modifications were allowed (
simple switch,
blend mend,
one letter better) since they were sophisticated and advanced the game, while others were not allowed (adding a simple s to create a plural, adding both a vowel and a consonant together, reconstructing a word that has already been spelled). Students likewise dismissed the possibility of allowing prefixes and suffixes, deciding that those modifications didn't truly change the words enough.
2) We learned that four to five minutes was a suitable time for each round of play. Once each round finished, players could challenge their current partner if the match ended in a tie, or winners could challenge other winners and losers could challenge other losers, or, simply, anyone else could challenge any other classmate. Students didn't care whom they played; students simply wanted to play! My period one class of only eight students played using a traditional bracket to decide a final winner, but other classes were content to engage in free range play.
3) Students did begin to employ strategies. One clever student used "shrug" as her first word each time, instantly earning a power up and leaving her partner with a difficult word to manage. When her second partner countered with "shrub," this student needed to quickly adapt and used her earned power down to create "scrum." Scrum? Yes, this game encourages vocabulary development as well.
4) By game's end we concluded that, catchy name aside, every new game couldn't begin with "bug." Too many students were trying to play the same words each round, and too many rounds fell into the same predictable list of words. We decided that each new game should start with a different three letter word.
5) We played our games with large (12 x 18) paper and colored markers, but for a future game we're likely to play with standard sized paper and colored pencils. Students liked the visual separation that two colors provided, but the size format probably won't be needed in the future.
We would love to hear your recommendations, variations, and success stories!
Games are the most elevated form of investigation. ~ Albert Einstein
I just finished reading Cathy N. Davidson's wonderful
Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work and Learn. I'll need to reread it, to be honest, because too often my mind began drifting to my own classroom as I read. I began asking myself if I was doing all that I could to engage students, and the answer was a sad and resounding no. My classes are severely lacking in game play.
According to Davidson, "Games have long been used to train concentration, to improve strategy, to learn human nature, and to understand how to think interactively and situationally." In the classroom, games capture and focus attention, increase motivation, and allow for complete, overt engagement.
My most often downloaded resource, in fact, is a Theme Game I created on Google Slides. At least one of my readers a day downloads this activity, which means that other teachers are seeing the value of game play in the classroom.
I readily admitted to my students that I created Bug, and it would have some, well, "bugs" that needed to be worked out. But students were eager to help in this regard, and our finished game is best described through the Google Slides presentation below.
What We Learned Together1) We decided that certain modifications were allowed (
simple switch,
blend mend,
one letter better) since they were sophisticated and advanced the game, while others were not allowed (adding a simple s to create a plural, adding both a vowel and a consonant together, reconstructing a word that has already been spelled). Students likewise dismissed the possibility of allowing prefixes and suffixes, deciding that those modifications didn't truly change the words enough.
2) We learned that four to five minutes was a suitable time for each round of play. Once each round finished, players could challenge their current partner if the match ended in a tie, or winners could challenge other winners and losers could challenge other losers, or, simply, anyone else could challenge any other classmate. Students didn't care whom they played; students simply wanted to play! My period one class of only eight students played using a traditional bracket to decide a final winner, but other classes were content to engage in free range play.
3) Students did begin to employ strategies. One clever student used "shrug" as her first word each time, instantly earning a power up and leaving her partner with a difficult word to manage. When her second partner countered with "shrub," this student needed to quickly adapt and used her earned power down to create "scrum." Scrum? Yes, this game encourages vocabulary development as well.
4) By game's end we concluded that, catchy name aside, every new game couldn't begin with "bug." Too many students were trying to play the same words each round, and too many rounds fell into the same predictable list of words. We decided that each new game should start with a different three letter word.
5) We played our games with large (12 x 18) paper and colored markers, but for a future game we're likely to play with standard sized paper and colored pencils. Students liked the visual separation that two colors provided, but the size format probably won't be needed in the future.
We would love to hear your recommendations, variations, and success stories!
By:
Monica Gupta,
on 7/20/2016
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पोकीमॉन गो, पोकेमॉन गो या Pokemon Go प्लीज गो …. पहले कान में ईयरफोन लगा कर संंगीत लगा कर, सडक पर चलने पर तीव्र आलोचना हुआ करती थी कि ये सडक दुर्धटना का निमंंत्रण देता है तो अब पोकीमॉन गो को क्या कहेंगें समझ से बाहर है… मुम्बई में मैनें अपनी सहेली को फोन किया […]
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By: Metin Seven,
on 5/30/2015
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A revision of an old 2D game character of mine, called Hoi.
The new Hoi is available as a 3D-printed designer toy.
More about the old Hoi game.
More creations: MetinSeven.com.
By:
Paula Becker,
on 3/17/2015
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This is an illustration of mine printed in HighFive. Kids’ keeping active–with a little help from animals!
(Copyright Highlights for Children)
In October of 2014, I wrote about an educational game called Kachina. It was still in development and being previewed at the Game Developers Conference (GDC). It, according to their website, is the oldest and largest conference of game developers. It has gone from "about 25 developers in the living room of a notable game designer 27 years ago, to a week-long conference for more than 23,000 industry insiders."
Earlier this month (March 2015), I read a fascinating article about that game developer and what he did in response to my review. The game was developed by Ben Esposito. At this year's conference, Esposito gave a presentation in the conference's "Failure Workshop." He noted that he'd read my post about his game and...
"I decided to prove her wrong. I would make the most authentic game. It would be heroic... I am quite embarrassed about this."
He goes on to tell about how--once he started doing research--he saw that he was wrong. Prior to that,
the depth of his research on the topic had been, well, liking the look of those [Kachina] dolls.
He told that story to a packed room. Early on, he stuck with the "Kachina" theme and
showed a series of screenshots showing some frankly awful ideas
and then started talking to professors of Indigenous cultures. Someone told him to talk to the Hopi tribe. So he did. And...
After talking to people of the tribe for a while, listening to them about their art and their stories, he had his apocalyptic moment. "They're people."
I realize that a lot of people will say "well, duh!" to that admission, but I appreciate his honesty and his sharing. He could have shelved the game and walked away to redesign a new game, but he made a different decision.
Ben Esposito
shared what he learned
with his colleagues.
At a major conference.
To a packed room.
What he did is a model of
what writers in children's and
young adult literature can do.
Here's the closing two paragraphs from the article, by John Walker. Walker's comments and response are also worth noting. Esposito and Walker's willingness to share their thinking is terrific:
I love Esposito’s story. I want to defend him, champion him for his good intentions, his benevolent desire to communicate something. And I struggle along to the same conclusions, that sometimes a story is not your story to tell. “If it’s really important to tell someone’s narrative,” he adds, “let them tell it.” If someone is not in a position to tell their story, maybe look at ways to help it get told. But don’t assume it’s yours to tell.
“When you get called out,” Esposito finished, “shut up and listen. Examine your position. Learn from them. Learn to shut up.”
I followed/follow the Gamer Gate conversations. This one is remarkably different. Read the comments to Walker's article. Reading and thinking about this inspired me to create a new label:
AICL Thanks You!
AICL thanks Ben Esposito, John Walker, and organizers of the conference for creating the space for developers to share failures with each other. Failures provide learning opportunities. They can be embarrassing, too, as Esposito admitted, but don't we all have those moments? About something we're ignorant about? We've all been there. It is human. What we do once we know otherwise is key.
I wonder---might writer's conferences have a "Failure Workshop," too? Wouldn't that be cool?
By: Paula,
on 6/30/2014
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By:
Paula Becker,
on 6/30/2014
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I almost forgot…Slowly but surely!
By:
Paula Becker,
on 6/2/2014
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Here’s something new that came in last week. I did a spread for Chirp magazine’s June 2014 issue, entitled, “Soccer In New Zealand”. It depicts a youth soccer tournament held in New Zealand called “Jambo”. I had a lot of fun putting this together, from depicting flags and soccer players from various countries. It has various puzzles to play, including finding things in the picture, as well as spotting balls that are NOT used in soccer. Off to the far bottom right are a few little informational facts about New Zealand. After drawing this, I hope to someday visit the country myself!
By: Paula,
on 6/2/2014
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Here's something new that came in last week. I did a spread for Chirp magazine's June 2014 issue, entitled, "Soccer In New Zealand". It depicts a youth soccer tournament held in New Zealand called "Jambo". I had a lot of fun putting this together, from depicting flags and soccer players from various countries. It has various puzzles to play, including finding things in the picture, as well as spotting balls that are NOT used in soccer. Off to the far bottom right are a few little informational facts about New Zealand. After drawing this, I hope to someday visit the country myself!
By:
[email protected],
on 5/12/2014
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Play Blankety Books and WIN Books!
5pm every Friday on Twitter
How do you play?
We will post on twitter a book title and author with all the letters missing.
eg
_ _ _ _ _ _ / _ _ _ _ _ by _ _ _ _ _ _ / _ _ _ _
Guess a letter by tweeting at us using the #blanketybooks hashtag
eg
“ @boomerangbooks I guess the letter A #blanketybooks ”
We will slowly reveal the book title and author as more letters are guessed (you can guess as many times as you like but only one letter per tweet)
eg
_ _ _ _ A _ / _ _ _ _ _ by _ A _ _ A _ / _ _ _ _ #blanketybooks
_ _ _ _ A _ / _ _ _ _ _ by H A _ _ A H / _ _ _ _ #blanketybooks
B _ _ _ A _ / _ _ _ _ _ by H A _ _ A H / _ _ _ _ #blanketybooks
B _ _ I A _ / _ I _ _ _ by H A _ _ A H / _ _ _ _ #blanketybooks
First correct answer wins the book!
eg BURIAL RITES by HANNAH KENT #blanketybooks
We will contact the winner to post out the prize!
(Australian residents only)
By: Emily Smith Pearce,
on 5/8/2013
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Can you say it three times fast?
Sorry I haven’t been around much in the last week or so. Now that a certain girl’s coronation birthday weekend week is over, I’m coming up for air.
We did it, folks. We survived a sleepover birthday party (plus days of other celebratory activities) and lived to tell the tale. I’m not exactly sure how she hypnotized talked us into the sleepover. All told, it went pretty well, though, and thankfully, the girls got along.
One highlight of the party was “Pass the Parcel,” which our daughter learned from her British (and half-British) friends in Germany. It’s really a fun, sweet game, and you can organize it so that everyone feels like they’ve won.
Basically, you have a small prize wrapped up in layers upon layers of wrapping paper. You pass the parcel around while music plays, and each time the grown up stops the music, the person holding the parcel gets to unwrap a layer. Ideally, each layer holds a tiny prize (in this case, Jolly Ranchers) and there’s at least one layer for each player.
We got distracted a bit while wrapping our parcel, and some layers—oops!—were empty. Nevermind, the girls were gracious and divided the candy evenly at the end.
At the center, we placed a collection of polymer clay beads and linen string, so each kid could make a necklace, bracelet, or key chain thingy. I had them pass the bead collection around and let each child choose a bead until they were all gone. Thankfully, there wasn’t much fuss about who got what colors. They’re all pretty, right?
Then each child strung the beads into the desired shape. So fun.
My kids and I had made the beads months earlier, with no thought of a party. I was inspired by this lovely post, which includes instructions, but I couldn’t figure out a way to string them in a way that suited me, so they sat around for months. I think I’ll try making some for me again—we have more clay.
Anyway the beads were a hit, and the activity was just enough—not too long, not too frustrating. We may have to make “Pass the Parcel” a party staple!
By: Dain Fagerholm,
on 3/17/2013
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blue girl in cell with hole at top. (asylum game)ink pen and color dye marker on spiral notebook paper
GIF
©2013 DAiN8)
I'm making games dawg! These are some of the creatures (i.e. sprites) that I will be using in my games. Check them out. Theyre totally WEIRD. Just like me. 8)
By: Dain Fagerholm,
on 3/1/2013
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|
©2013 Dain Fagerholm |
ink pen and color dye marker on watercolor paper
10 x 15 in.
2013
By:
Paula Becker,
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An illustration for Illustration Friday’s word prompt, “Stretch”. These guys are playing some sort snowman’s version of Badminton, me thinks.
IndieCade, or, the International Festival of Independent Games was held last week, October 4-7, 2012.
Ben Esposito's "Kachina" (which I gather is still in development) was designated as a 2012 Official Selection. Here's a screenshot from the website:
Here's what the description says. See, in particular, the text I put in bold:
Kachina is a physics-based toy that evokes Katamari Damacy's sense of order & scale mixed with Windowill's childlike wonder. Drawing as readily from Hopi folklore as it does Bruce Springsteen, Kachina invites you to play with the creatures and artifacts of North American mythology.
And, here's a video from IndieCade, showing the game being played:
I taught elementary school for several years and know the value of games that help children understand physics, but...
Esposito and the IndieCade people who selected it as an Official Selection must not know that teepees and totem poles have nothing to do with the Hopi people. They obviously have no idea what kachinas mean to the Hopi people, and they also likely have no idea that calling the religious traditions of an Indigenous people "folklore" is derogatory.
It may not matter to Esposito, but I think teachers who want games like this for their students
and who have knowledge of American Indians would reject it. I'm going to tweet this post to Esposito. Maybe he can change it before it is finished.
Comics legend Stan Lee is hosting a caption-writing contest on Facebook.
Write a snappy caption for this artistic rendition of Stan Lee as a ”Mission Commander” (pictured) and post it as a comment at this link. Lee will personally pick the winning submission. No official reward has been revealed, but a “special prize or two” could possibly be given out.
This contest promotes a new project developed by mobile entertainment publisher Moonshark and Stan Lee called “Verticus.” This superhero action-adventure game is available on iOS-supported devices (i.e. iPads). Follow this link to learn about the full details of this contest.
New Career Opportunities Daily: The best jobs in media.
By:
Paula Becker,
on 8/2/2012
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Time to post some samples! Below is some (fairly) recent work that’s been published. This is a game kids can play by cutting out the squares and making unique stories (see sample, below, that demos how). Looks to be fun, really! I’ve done several Silly Story Cards and find them quite fun to illustrate. Thanks, Chirp!
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Paula Becker,
on 6/11/2012
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Remember diving in a pool for coins? I miss these types of games. But I always got water up my nose and made my sinuses burn. Good memories. : )
Oh…And the fence is an after-thought. I was thinking how an art director would probably say, “Great illo, but we need to see a fence around the pool.” Safety first.
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Paula Becker,
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I love doing spreads like this for my clients! It’s like a puzzle within a puzzle for me, to work out the fun activities for the kiddos to interact with! I took a photo this time, but have the art specs from the AD, my rough, and some pull-outs from the final to show you. The designer made a good call to drop the color background on the pavement in the end. It really made the game pop out!
Below: specs from designer.
Below: my rough.
Below: my final.
Below: some pull-outs.
(c) Owlkids
Thank you, Chirp!
Had the luck to be invited out to watch the uber-awesome
Rose City Rollers in a scrimmage last night and did a bunch of sketching. This was my first time watching roller derby live -- and it won't be the last.
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I sure hope he will change it. am certain I'm not the only educator who would never let kids use this.