Verbal engagement with terms/vocabulary
Collaborative student interaction
Familiarity with descriptors/synonyms for terms/vocabulary
The competitive aspect of a game has potential for overall student engagement
General Review (examples):
All subjects: Academic vocabulary or terminology
Social Science: Significance of historical events/terminology
Science: Parts of a cell, describing parts of a sequence such as photosynthesis
Math: Steps in a sequence to solve a type of problem or identification of commonly used formulas
Students will learn a set of terms, and give themselves clues (such as synonyms) to help them to learn the term
Depending on your class, this can work well in pairs of students as teams or as individuals.
Students will create a set of cards with the term and x number of clues (you decide how many cards, and how many clues you want them to look up)
An opposing student (or team) will use the player's cards and provide a clue the player added
The player must guess the term with the fewest amount of clues possible
If a player guesses the word on the first clue, they get the max number of points
For each clue given, the number of possible points decreases
If a player guesses the wrong word/term, they get zero points
EXAMPLE: If you want students to provide 5 clues, they get 5 points if they guess the word on the first clue, 4 points if it takes two clues, 3 points if it takes three clues, two points if it takes four clues, and 1 point if all five clues are given. Zero points are awarded if they don't guess the word, or guess the incorrect word.
The team/student with the most points wins the matchup.
Create a bank of terms from which students will choose
Differentiation: Have all students do the SAME number of terms, or provide an excess number of terms and allow students to choose
Blank playing cards and Score Cards
Here is a Google Slides doc that you can print. Some slides are pre-numbered, and some are blank, use and edit to your own specifications
Differentiation: You decide how many clues you want to use per term. Theoretically, if you use 5 clues per card, each term/card should be worth a total of 5 points, you can edit the scorecard as you see fit
Differentiation: You decide how many terms/cards they will play. Maybe they only do 5 terms, maybe 7, it's up to you. you can edit the scorecard as you see fit.
A Tournament Bracket (optional)
Students come up with team names (or - individual students create a name they want to use in the tournament)
I use https://challonge.com/ to generate free tournament brackets and screenshot the final result, there may be other options out there
Here is an example of how I used a Google Slides doc to make the bracket. I can help you to format this so that it is easy to work with.
PART I (Day 1, this may possibly take 30+ minutes depending on the size of your class)
Group students in pairs or individuals (you decide)
Have teams decide on a team name
If you decide to do a tournament bracket, collect the team names to generate the bracket for the next day
Teams will choose terms from your word bank
You decide how many terms they choose from the word bank. For instance, depending on their level, you may have them focus on only 5 terms from a possible set of 12. Or, you may choose to have all students use the same terms, it's up to you.
You may decide to create a variety of word banks so that students are working with different sets of words across your class, or have all students work from the same word bank
Teams create their cards:
Write the term at the top of each card
Students will look up the term in a text (or online) and find x clues to describe the term. I think 5 is good, but you may want to differentiate to require three clues.
Teams practice quizzing one another to familiarize themselves with the terms they picked
Partner A reads a clue, Partner B tries to guess the term
Collect the team's cards at the end of the period (ziplock bag?)
PART II (Day 2, this could take an entire period depending on how many teams you have)
Display your tournament bracket
One team travels to another team to faceoff, each team always has their set of cards with them
Team A & Team B exchange sets of cards
Team A uses Team B's cards and quizzes Team B
Team A can read Team B's cards in any order they want, and they can read the clues in any order they choose
Scores are recorded on the scorecard based on how many guesses Team B takes to successfully guess each term
Switch and repeat: Team B uses Team A's Cards to quiz Team A
Determine a winner and update the tournament bracket
What if I have a group of 3?
Consider having the group of three work together, and rotate who is guessing/playing so that there are always two playing
Or - maybe have all teams be groups of 3?
Team dynamics - what if in your pairs, one student is always answering and one doesn't?
Consider alternating Partner A and Partner B switch off back and forth during the round
Allow conferencing so that Partner A and Partner B can come up with an answer together
How will you handle a tie between two teams at the end of a matchup?
Maybe sudden death Team A quizzes Team B on Team A's cards (which might be different, were they paying attention during the matchup?)
Maybe best of three - rock/paper/scissors?
"Home" and "Away" Who goes first? Who travels to whom?
I like using "Home" and "Away" - the tournament bracket sorts that out.
Teams are displayed on a bracket as top/bottom - designate top as "home" (or visa versa)
Decide who goes first - "Home" or "Away"
Transitions between matches
This can be messy as multiple teams are playing, and teams are being eliminated at different times
Be ready to manage some chaos (but - "good" chaos")
What do you want students to do once they are eliminated?
Should they keep playing for fun, or do you want them to follow the remaining matchups and listen?
What if a student misses day 1 or day 2?
This is up to you - you can throw them into another group to create a group of 3, or combine with another singleton to make a new pair for the day