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Games To Teach Academics Non-Electronic

This document provides examples of non-electronic games that can be used to teach academics across various student populations and subjects. It describes how games are an effective way for students to learn as they enjoy playing. Several specific game examples are provided for teaching vocabulary, math, sight words, and reviewing classroom content. Steps are outlined for implementing academic games in the classroom.

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0% found this document useful (0 votes)
66 views2 pages

Games To Teach Academics Non-Electronic

This document provides examples of non-electronic games that can be used to teach academics across various student populations and subjects. It describes how games are an effective way for students to learn as they enjoy playing. Several specific game examples are provided for teaching vocabulary, math, sight words, and reviewing classroom content. Steps are outlined for implementing academic games in the classroom.

Uploaded by

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Copyright
© © All Rights Reserved
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GAMES TO TEACH

ACADEMICS
Academic Games can be anything
(NON-ELECTRONIC) from flash cards, to board games, to
games made up in the classroom by
teachers and students adapted to the
classroom curriculum. These games
are played with the intent of students
learning.

Populations using games to teach


academics works for:
All students K-12
Students with ADHD
Students is ASD
Students with CD
Students with Learning Disabilities
Students with ED
Students with MID
Students who are English Language
Learners

Rationale:
Children love to play, and games are one of
the most efficient ways for a child to learn.
What better way to teach or educate a child
than through interesting, simple and specially
adapted games. (Hanko 2012)
Everyone can be involved when playing
games!
Procedures for Implanting Games to Teach
Academics
Step 1: Decide what game you want to play
and what you want your students to learn
Step 2: Set your game up to meet your
academic goals
Step 3: Adapt and modify your game to fit Math Bingo
the needs of every student in your classroom
Step 4: Gather all materials that will be Choose whatever skill you want to
needed review (addition, subtraction,
Step 5: Clearly explain the rules of the game
and demonstrate how it will be played.
multiplication, division)
(here, students will have the opportunity to Make a list of 25 math problems
ask questions) Create your own 5x5 bingo cards
Step 6: Begin the game.
Students have to solve math problems in
order to know what number to mark off
of their sheet.
Vocabulary Pictionary
Prepare vocabulary words and put them in a bag.
Split the class into teams of 2 and draw a line down the middle of the board.
Give one member from each team a pen and ask them to choose a word from
the bag.
Tell the students to draw the word as a picture on the board and encourage
their team to guess the word.
The first team to shout the correct answer gets a point.
The student who has completed drawing should then nominate someone else
to draw for their team.
Repeat this until all the words are gone - make sure you have enough words
that each student gets to draw at least once!
Classroom Jeopardy
Gather the information you want to review.
Split your classroom up into even teams.
Take turns moving from team to team.
Students will have the opportunity to select the category and
difficulty level.
Give students enough time to collaborate as a team and come
up with an answer to the question selected.
If answered correctly, that team gets the points. If answered
incorrectly, move on to the next team.
Repeat this until all questions on the board are answered.

Sight Word Candy Land


Write a sight word on each color block of the playing
cards.
Sprit the classroom into teams of 2-4.
Have students play the game as directed with the
twist of having to read the sight words on the playing
card before moving.

References
Daloukas, V., Rigou, M., & Sirmakessis, S. (2012). Is there a Place for Casual Games in Teaching and Learning?: The Snakes and Ladders Case. International Journal of Game-Based Learning
(IJGBL), 2(1), 16-32.
Fakhrurrazy, R., & Syarief, H. (2018). The Effect of Communication Games and Self-Esteem towards Students' Speaking Skill. Al-Ta'Lim Journal, 25(2), 163.
Hanko, J. (2012). 100 Learning Games for Special Needs with Music, Movement, Sounds And...Silence. Jessica Kingsley Publishers.
Linfield, R. S. (2009). Planning for Learning Through Games. Andrews UK.
Oppenheim-Leaf, M., Leaf, J. B., & Call, N. A. (2012). Teaching Board Games to Two Children with an Autism Spectrum Disorder. Journal of Developmental and Physical Disabilities, 24(4), 347-
358.
Rotter, K. (2004). Modifying "Jeopardy!" Games to Benefit All Students. Teaching Exceptional Children, 36(3), 58
Benoit, J. M. (2017). The effect of game-based learning on vocabulary acquisition for middle school English language learners (Order No. 10260173). Available from ProQuest Dissertations &
Theses Global.

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