0% found this document useful (0 votes)
16 views20 pages

Activity Palnner

The document outlines various activities and competitions for primary school students, focusing on skills such as speaking, math, science, language, and art. Each activity includes specific instructions, duration, and objectives, along with rules and evaluation rubrics for competitions like Spelling Bee, Math Relay, and Science Quiz. Additionally, it provides suggested rewards for participants to encourage engagement and learning.

Uploaded by

Purnasis_Rath
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views20 pages

Activity Palnner

The document outlines various activities and competitions for primary school students, focusing on skills such as speaking, math, science, language, and art. Each activity includes specific instructions, duration, and objectives, along with rules and evaluation rubrics for competitions like Spelling Bee, Math Relay, and Science Quiz. Additionally, it provides suggested rewards for participants to encourage engagement and learning.

Uploaded by

Purnasis_Rath
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 20

ACTIVITY PALNNER ( PRIMARY SECTION)

Communication & Discovery


Activity Name Classes Focus Area Duration
Show and Tell 1–3 Speaking Skills 35 Minutes
Number Bingo 1–5 Math 35 Minutes
Sink or Float 1–3 Science 35 Minutes
Picture Story Writing 3–5 Language/Writing 35 Minutes
Junk Art 2–5 Art & Craft 35 Minutes

Activity Instructions
Show and Tell
 Ask each student to bring an item from home.
 Give 1–2 minutes to speak about their item.
 Encourage confident speaking and active listening.

Number Bingo
 Create Bingo cards with math problems/answers.
 Call out questions like “What is 5 + 6?”
 Students mark answers on their cards. First to complete a line wins.

Sink or Float
 Collect classroom objects (e.g., pencil, stone, sponge).
 Students predict if each will sink or float.
 Test in a water container and record results.
Picture Story Writing
 Display a picture on the board.
 Ask students to write a story (5–8 sentences) based on the image.
 Focus on creativity and use of complete sentences.

Junk Art
 Collect waste materials (bottles, paper, boxes).
 Let students create any object using glue, tape, scissors.
Showcase finished crafts.

Academic Competitions
Competition Description Classes Focus Area Duration
Name
Spelling Bee Spell words aloud in 1–5 Vocabulary, confidence 35 Minutes
increasing difficulty.
Math Relay Team-based problem 2–5 Speed, accuracy 35 Minutes
solving.
Reading Champion Timed reading with 1–5 Reading skills 35 Minutes
fluency.
Science Quiz Quiz on general and EVS 3–5 Science knowledge 35 Minutes
science facts.
Hindi Shabd Gyaan Vocabulary and usage 2–5 Language proficiency 35 Minutes
quiz in Hindi.
SPELLING BEE: RULES & RUBRICS
Objective:
To encourage students to improve their spelling, vocabulary, and pronunciation in a competitive and educational format.

GENERAL RULES:
 • Eligibility: Students are grouped by grade level or age group:
- Group A: Classes 1–2
- Group B: Classes 3–5
- Group C: Classes 6–8
- Group D: Classes 9–12
 • Rounds: The competition may include:
- Warm-up Round (optional)
- Elimination Round
- Semi-final Round
- Final Championship Round
 • Word Lists: Teachers prepare word lists in advance, increasing in difficulty per round. Words should be grade-appropriate.
 • Pronouncer & Judges: A pronouncer reads the word aloud. Judges verify correctness, handle appeals, and score.
 • Spelling Process: The student must repeat the word, spell it, and then say it again.
Example: "Elephant. E-L-E-P-H-A-N-T. Elephant."
 • Time Limit: Each student has 30 seconds to begin spelling after the word is pronounced and must finish within 1 minute.
 • Disqualification: Occurs if student misspells, delays start, or receives prompting from the audience.
 • Appeals: Students may ask for:
- Word repetition
- Definition
- Sentence usage
- Part of speech
- Language of origin
Appeals must be made before spelling begins.
 • Tiebreaker: Continues until one student correctly spells and the other does not.
 • Audience Etiquette: No prompting, whispering, or reactions during spelling. Applause only after word completion.

RUBRICS FOR EVALUATION:


Criteria Excellent (3) Good (2) Needs Improvement
(1)
Accuracy of Spelling 100% correct 1 mistake Multiple mistakes
Pronunciation Clarity Clear & fluent Acceptable Mumbled or unclear
Word Repetition & Correctly repeated & One missed No repetition or
Closure ended incorrect
Confidence & Confident posture & Nervous, limited eye Fidgety, poor
Posture eye contact contact engagement

SUGGESTED REWARDS:
 • Certificates for participation
 • Books, medals, or trophies for winners
 • Merit points/house points for school house systems

MATH RELAY GAME: RULES & RUBRICS


OBJECTIVE:
To foster teamwork and mathematical thinking by solving a series of math problems in a relay-style format within a limited time.

GENERAL RULES:
1. Team Formation:

 Each team consists of 3 to 5 students.


 Teams are ideally from the same grade or mixed grade depending on the level of competition.

2. Game Setup:

 Prepare a set of math problems (10–20) of varying difficulty.


 Problems are placed at stations or given sequentially by the judge.
 Each player solves one problem at a time, then passes the answer to the next teammate.

3. Relay Flow:

 Player 1 solves the first question and gives the answer to the judge.
 If the answer is correct, the judge gives Player 2 the next question.
 If incorrect, the player retries or gets a time penalty (optional rule).
 This continues until all problems are solved or the time ends.

4. Time Limit:

 Total game time: 10–15 minutes.


 Fastest team with the most correct answers wins.
5. Problem Types:

 Class-appropriate: addition, subtraction, multiplication, division, fractions, word problems, geometry, etc.
 Use real-life scenarios to increase engagement.

6. Rules of Conduct:

 No calculators or external help allowed.


 Only one team member may be active at a time.
 Team members must wait their turn and maintain silence during others' attempts.

7. Scoring System:

 +1 point for each correct answer.


 -0.5 point for incorrect answer (optional).
 Bonus 2 points for completing the entire relay before time.

8. Tie Breaker:

 One bonus problem per team (harder).


 Fastest accurate answer wins.

RUBRICS FOR TEAM EVALUATION:


Criteria Excellent (3) Good (2) Needs Improvement (1)

Accuracy 90–100% answers correct 60–89% answers correct Less than 60% answers correct

Speed & Efficiency Completed within time, no delays Minor delays or confusion Major delays or incomplete

Teamwork & Coordination Smooth transitions, great coordination Occasional confusion, fair coordination Poor coordination, disorganized
Criteria Excellent (3) Good (2) Needs Improvement (1)

Attitude & Participation Enthusiastic, disciplined team effort Fair enthusiasm, followed rules Low enthusiasm or disruptive

Total of 12 points. Can be used alongside scores to decide winners in close calls.

REWARDS:
 Certificates: Math Whiz Team, Fastest Finishers, Most Accurate Team
 Trophies or Medals for school-level events
 Display of winning team on Math bulletin board

READING CHAMPION: RULES & RUBRICS

OBJECTIVE:

To assess and celebrate students’ reading fluency, comprehension, pronunciation, and expressive ability in a structured, competitive format.

GENERAL RULES:
1. Eligibility & Categories:
o Students are grouped based on class or age level:
 Group A: Classes 1–2
 Group B: Classes 3–5
 Group C: Classes 6–8
2. Rounds (Customizable):
o Round 1: Prepared Reading (from a given text or passage)
o Round 2: Unseen Passage (chosen by the organizer)
o Round 3 (optional): Reading with Expression (e.g., dialogues, poems)
3. Time Limit:
o Each participant gets 1–2 minutes to read their passage.
o Time begins after the participant introduces the title/section.
4. Evaluation Criteria:
o Pronunciation & Fluency
o Clarity & Volume
o Expression & Intonation
o Pacing & Pauses
o Comprehension (optional quiz/discussion after reading)
5. Preparation:
o For the prepared round, texts should be shared with students 2–3 days in advance.
o Unseen passages should match the students’ reading level.
6. Judging:
o A panel of 2–3 judges evaluates performances using a rubric.
o Judges may also ask 1–2 comprehension questions (for Classes 3 and above).
7. Tie Breaker:
o Extra reading passage or oral comprehension question.
o Judged primarily on expression and fluency.
8. Audience Etiquette:
o Maintain silence during reading.
o Applause only after each participant finishes.
RUBRICS FOR EVALUATION:
Criteria Excellent (3) Good (2) Needs Improvement (1)

Pronunciation & Fluency Clear, accurate, smooth flow Mostly accurate, few hesitations Struggles with pronunciation

Volume & Clarity Loud, clear, well-articulated Audible, some mumbled words Too soft or unclear

Expression & Intonation Highly expressive and engaging Some expression and changes in tone Monotonous or flat delivery

Pacing & Pauses Natural pacing, appropriate pauses Minor pauses, slightly rushed Too fast or too slow

Comprehension Correct and thoughtful responses Partial understanding Incorrect or no response

Use total score to rank participants. A total of 15 points is ideal for comparison.

REWARDS:
 Certificates: Participation, Best Reader, Most Expressive
 Book gifts or library vouchers
 House/team points (if part of house competition)

SCIENCE QUIZ COMPETITION: RULES & RUBRICS


OBJECTIVE:
To develop scientific thinking, awareness of basic concepts, and encourage healthy academic competition among students through a structured
quiz.

GENERAL RULES:
1. Team Formation:

 Each team should have 2 to 4 students.


 Teams may represent different houses, sections, or grades.

2. Quiz Structure:

The quiz is typically divided into four or more rounds:

1. Warm-up Round (MCQs or One-word Answers)


2. Visual Round (identify scientists, tools, experiments)
3. Rapid Fire Round
4. Buzzer Round or Audio-Visual Round
5. (Optional) Experiment-Based or Application Round

3. Question Format:

 Based on class-appropriate topics from Physics, Chemistry, Biology, Environmental Science, and General Science.
 Mix of question types: MCQ, one-word, match the following, image/audio-based, reasoning-based.
4. Answering Rules:

 Teams answer in turn unless it’s a buzzer round.


 Each team has 30 seconds per question unless stated otherwise.
 For buzzer rounds, the first team to press the buzzer gets to answer.

5. Scoring System:

 Correct answer: +10 points


 Wrong answer: 0 or -5 depending on the round
 No passing in some rounds; in others, passing gives half points to the next team.

6. Tie Breaker:

 Extra round or a sudden-death question until a winner is determined.

7. Conduct & Fair Play:

 Teams must not consult the audience or use devices.


 Judges’ decisions are final.
 Quizmaster explains rules before each round.

RUBRICS FOR EVALUATION:


Criteria Excellent (3) Good (2) Needs Improvement (1)

Accuracy 90–100% correct responses 60–89% correct Below 60% correct

Speed of Response Timely, confident answers Slight delays Very slow or unsure answers

Team Coordination Smooth turn-taking and cooperation Occasional overlaps or confusion Poor coordination, domination
Criteria Excellent (3) Good (2) Needs Improvement (1)

Attitude & Discipline Attentive, respectful, follows rules Mostly disciplined Disruptive or inattentive

Total score: 12 points (used for performance feedback or in close-call judgments).

REWARDS:
 Certificates: Science Whiz, Quiz Champion, Fastest Thinkers
 Medals or Shields for top 3 teams
 Special mentions for best team name or teamwork
 Display winners on the school science board or newsletter

हिंदी शब्द ज्ञान प्रतियोगिता (Hindi Shabd Gyan): नियम और मूल्यांकन

उद्देश्य (Objective):
छात्रों की हिंदी शब्दावली, उच्चारण, श्रवण कौशल तथा रचनात्मकता को बढ़ावा देना। खेल गतिविधि के माध्यम से हिंदी
भाषा में आत्मविश्वास उत्पन्न करना।

सामान्य नियम (General Rules):


1. प्रतियोगिता के प्रकार (Types of Rounds):

आप आयु वर्ग के अनुसार एक या अधिक प्रकार के राउंड रख सकते हैं:


1. शब्द बनाओ (Jumble Letters): अक्षरों से सही शब्द बनाएं
2. शब्द पहचानो (Guess the Word): चित्र या संकेत से शब्द पहचानें
3. शब्द श्रवण (Dictation): उच्चारित शब्द को सही लिखना
4. पर्यायवाची / विलोम शब्द (Synonym/Antonym Round)
5. शब्द से वाक्य बनाना (Use the word in a sentence)
6. श्रृंखला राउंड (Chain Game): अंतिम अक्षर से अगला शब्द

2. टीम का गठन (Team Formation):

 प्रत्येक टीम में 2 से 4 छात्र होंगे।


 प्रतियोगिता व्यक्तिगत या समूह में हो सकती है।

3. उत्तर देने के नियम (Answering Rules):

 हर प्रश्न के लिए 30 सेकंड का समय।


 सही उत्तर पर पूर्ण अंक, गलत उत्तर पर कोई अंक नहीं या 0.5 अंक की कटौती (वरिष्ठ वर्ग के लिए)।

4. अनुशासन और निष्पक्षता (Conduct and Fair Play):

 श्रोताओं से सहायता लेना वर्जित।


 मोबाइल फोन, किताब आदि का उपयोग नहीं किया जा सकता।
 निर्णायक मंडल का निर्णय अंतिम होगा।
5. अंक प्रणाली (Scoring):

 सही उत्तर – +5 या +10 अंक (राउंड पर निर्भर करता है)


 गलत उत्तर – 0 या -2 अंक
 पूर्णता और स्पष्टता के लिए अतिरिक्त अंक दिए जा सकते हैं।

मूल्यांकन मापदंड (Evaluation Rubrics):


सुधार की आवश्यकता (1
मापदंड उत्कृष्ट (3 अंक) अच्छा (2 अंक)
अंक)

60–89% उत्तर
शब्द ज्ञान 90%+ उत्तर सही 60% से कम उत्तर सही
सही

स्पष्टता व शुद्ध, स्पष्ट सामान्य


अस्पष्ट या गलत उच्चारण
उच्चारण उच्चारण उच्चारण

समय पर, बिना झिझक


उत्तर की गति हल्की देरी देरी या संकोच
उत्तर

टीम भावना / समन्वयपूर्ण, सक्रिय मध्यम निष्क्रिय या


सहभागिता भागीदारी भागीदारी अनुशासनहीन व्यवहार

कुल: 12 अंक, निर्णायकों के लिए फ़ीडबैक या करीबी मुकाबलों में उपयोग हेतु।

पुरस्कार (Rewards):
 प्रमाण पत्र: "शब्द ज्ञान विजेता", "सर्वश्रेष्ठ उच्चारण", "टीम भावना पुरस्कार"
 छोटे इनाम: हिंदी पुस्तकें, शब्दकोश, स्टेशनरी
 स्कूल की सूचना पट/पत्रिका में नाम प्रकाशित

✨ सुझाव:

 छोटे वर्गों (1–4) के लिए चित्र आधारित शब्द पहचान


 बड़े वर्गों (5–8) के लिए वाक्य निर्माण, पर्याय-विलोम, मुहावरे
 समयसीमा और गलत उत्तर के लिए नकारात्मक अंक बढ़ाकर प्रतियोगिता को चुनौतीपूर्ण बनाएं

Explore & Express


Activity Name Classes Focus Area Duration
Story Chain 2–5 Listening & Writing 30 mins
Dice Game – Build Number 1–3 Math (Place Value) 30 mins
Mini Garden Project 3–5 EVS / Observation 40 mins
Role Play (At the Market) 2–5 Language / Drama 40 mins
Origami Craft 2–5 Fine Motor / Art 40 mins

Activity Instructions

Story Chain
 Begin with a sentence (e.g., “Once there was a puppy…”)
 Each student adds one sentence to continue the story.
 Great for imagination and listening.
Dice Game – Build Number
 Use dice to roll numbers.
 Form numbers (e.g., 3 dice: 4-2-5 becomes 425).
 Practice place value or add/subtract with results.

Mini Garden Project


 Each student plants a seed in a cup.
 Water daily and record growth.
 Discuss what plants need to grow.

Role Play
 Assign characters for a market scene (shopkeeper, buyer).
 Students act out buying items.
 Reinforces polite conversation and money concepts.

Origami Craft
 Teach a simple fold (e.g., boat, dog face).
 Demonstrate step-by-step.
 Allow students to decorate their origami.

Movement & Mind


Activity Name Classes Focus Area Duration
Simon Says 1–4 Listening & Motor 30 mins
Word Hunt 1–4 Vocabulary 30 mins
Object Measurement 3–5 Math (Measurement) 30 mins
Classroom Debate (Simple) 4–5 Speaking & Logic 40 mins
Craft from Leaves 1–3 Nature & Art 40 mins

Activity Instructions
Simon Says
 Give commands only when starting with “Simon says…”
 Students must follow only when prompted correctly.
 Great for listening skills.

Word Hunt
 Hide vocabulary words around the classroom.
 Give students a list of words to find.
 Helps improve spelling and recognition.

Object Measurement
 Provide rulers and objects to measure.
 Practice length, height, or weight.
 Compare and record findings.

Classroom Debate
 Choose simple topics (e.g., “Books are better than cartoons.”)
 Divide into two groups.
 Give points for clear reasoning.

Craft from Leaves


Collect leaves of different shapes
Imagination & Discovery
Activity Name Classes Focus Area Duration
What If…? Imaginative Writing 3–5 Creative Thinking 40 mins
Shape Hunt 1–3 Geometry 30 mins
Weather Journal 2–5 Science (EVS) 30 mins
Puzzle Time 1–5 Problem Solving 30 mins
Talent Show (Poems, Songs, 1–5 Self-expression 40 mins
Skits)

Activity Instructions
What If…? Writing
 Pose questions like “What if I had wings?”
 Students write short imaginative stories.
 Encourage creative thinking.

Shape Hunt
 Students search for shapes (circle, square) in the classroom.
 Record findings in a table.
 Reinforces geometry.
Weather Journal
 Record weather each day (sunny, cloudy, rainy).
 Draw and write a sentence.
 Create a weekly weather chart.

Puzzle Time
 Use number or word puzzles.
 Allow pairs or small groups.
 Develop logic and collaboration.

Talent Show
 Invite students to sing, dance, recite or perform a trick.
 Encourage appreciation for each other.
 Boosts confidence and joy.

Fun Brain Games


Activity Name Description Classes Focus Area
Memory Tray Game Remember and identify 1–3 Observation, recall
missing items.
Word Ladder Change one letter to form 3–5 Word knowledge
new words.
Puzzle Solving Solve puzzles 2–5 Logic, patience
(jigsaw/Sudoku).
Odd One Out Identify item that doesn’t 1–5 Logic, reasoning
belong.
Math Bingo Solve problems to 2–5 Mental math
complete Bingo.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy