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Page 8 - 7th Grade Games
Bring energy to your seventh-grade classroom with games that align with learning goals. This collection includes strategy challenges, language arts activities, and mathematical explorations. By incorporating these games into your lessons, you can make learning more engaging and effective.
Engaging Congressional Simulation (A fun, interactive way to teach Congress!)
Social Studies, History, History: USA, Government, Grade 7, 8, 9, 10, 11, 12, Activities, Games
The Engaging Congressional Simulation is an interactive activity that brings Congress to life in your classroom. Students take on the role of Senators, representing the voters of their state. They must pass or reject bills based on their voters' preferences, requiring thoughtful decision-making and political strategy. To get bills passed, students engage in lively deal-making and persuasion with their fellow Senators. This 16-page package includes everything needed to conduct the simulation: teacher directions, a guiding slideshow that explains key concepts, spreadsheets to track bill votes, and pointers for debriefing. The activity covers topics like bipartisanship, filibusters, party politics, and the legislative process. Students find it entertaining while gaining insight into how Congress really works. Use it to supplement instruction on government or hold an exciting Congressional simulation that your students will always remember.
Author Ed Dynamic
Tags Congress, Simulation, Government, Politics, Civics
5 Minute Game: Categories
ELA, Language Development, Vocabulary, Grade 1, 2, 3, 4, 5, 6, 7, Activities, Games
Here is a quick no-prep game for any elementary classroom: Categories! It helps teach vocabulary, parts of speech, geography, & critical and creative thinking. This product includes a one-page instruction sheet including the skills taught, different player configurations, rules, a sample round, and extension ideas. This game requires NO PREP and NO MATERIALS other than writing implements. I suggest whiteboards to save paper. Grades to Use With: This game can be used in any elementary classroom (grades K-8). It is great for the following uses: · - Morning/home-room warm-up · - TOC back-up activity · - To fill the 5 minutes before lunch or the end of the day · - As a reward for small-group or one-to-one tutoring Categories Rules: Start by writing 5 categories from the following options on the board: animals, cities, verbs, fruits, toys, pet names, countries, adjectives, beverages, colours, holidays, vehicles, movies, kitchen tools, flowers, books. Then choose one letter of the alphabet. Students get two minutes to think of a word for each category staring with that letter. Sample Round: Categories: -Cities -Pet names -Adjectives -Kitchen tools -Colors Letter: R Sample answers: Riga, Rover, Rosy, Rice Maker, Red If you want to make the game extra challenging for older students, you can award points ONLY for unique answers. For example, everyone who says "red" for a colour starting with R does not get a point, but the one person who saw "rose" does get a point. If you like this 5-minute game , check out the other ones in my store: Guess My Number Game The Rhyme Game The 4-Letter Word Game I also have lots of intermediate math games too: Math Matching Games; 8 Sets of Math Fact Cards Perimeter of Complex Shapes: Math Strategy Game Credit Score Boardgame
Author Grace Under Pressure
Tags Categories, Scattergories, Word Game, Vocabulary, Fun, Quick Game, Fast Game, TOC, Tutoring, Elementary Game
Light - Reflection, Refraction and Lenses Smart Board Bingo for Middle School
Science, Physics, Grade 5, 6, 7, 8, 9, Activities, Games
The Light - Reflection, Refraction and Lenses Smart Board Bingo for Middle School This is an engaging teaching resource designed specifically for students in grades 5 through 9. This Game -based learning tool focuses primarily on the physics behind light, its properties, and behaviors. In essence, through a Smart Board Bingo format, students are presented with randomly generated questions about reflection, refraction or lenses. They actively participate by recording answers on their bingo cards if the question number corresponds with their card. What's included in the Resource? A question generator assembled within a zip file carrying over fifty thought-provoking questions about various concepts of light such as luminous vs non-luminous things or why lightning is seen before thunder. A cluster of 48 different Bingo cards used for group activities or whole class engagement creating an environment conducive to healthy competition and facilitating knowledge retention. An answer PowerPoint presentation along with an inclusive answer sheet to facilitate reviewing sessions after enjoying the fun game of science-themed bingo. These tools can be employed by teachers to help students correct their mistakes right away. Students may also check their answers independently at the end of each session fostering self-dependence while cultivating scientific understanding. To sum up succinctly: The Light - Reflection, Refraction and Lenses Smart Board Bingo for Middle School brilliantly harnesses game mechanics to facilitate more effective science lessons concerning vital physics concepts related to light phenomena. This resource can range from small group recess activities stirring up beneficial discussions all the way apposite assignments perfect for individual work at home advancing independent reasoning capabilities along with conceptual mastery in Optical Physics.</p
Author Elf off the Shelf Resources
Tags Light Properties, Reflection, Refraction, Lenses, Smart Board
ESL EFL Storytelling Cards Game - Travelling around North America
Social Studies, ELA, Language Development, ESL, Writing, Creative Writing, Grade 7, 8, 9, 10, 11, 12, Worksheets & Printables, Flashcards, Activities, Games
ESL EFL Storytelling Cards Game - Travelling around North America This Printable Teaching Material is great for ESL, EFL Students, mainly High Schoolers/ Middle Schoolers (Teens), Homeschooling Classes or ANY English Second Language School Around the world! This ESL, EFL Game is great to improve English as a Second Language Vocabulary and Speaking skills. This Teaching Resources can be employed by ESL, EFL Centers Abroad and TESOL TEFL Tutors or independent teachers, educators around the globe (online or offline). This ESL, EFL, TESOL Resource offers 80 Flashcards with North America and Travelling Vocabulary + Sights + Famous people and local characters (an airport, the Statue of Liberty, Québec Ville, BBQ, the Navajo people, the Inuktitut people etc. …). These English as a Second or Foreign Language Storytelling Flashcards can be shuffled so students can pick their Flashcards to tell their own unique story. Teachers and Students can use storytelling cards in various ways. My personal advice is to do the following spreads: the MINI STORY: every Learner picks 3 Storytelling Flashcards and tries to create their Europe-themed story the "NEVER ENDING STORY": every student picks by turn a card and given the outcome of the previous fished flashcards, he tries to continue the story's narration These are only TWO of the many spreads ESL Teachers and Learners can come up with! Don't be Shy and use your creativity to teach/learn English! This ESL, EFL, TESOL, TEFL Teaching Resource (80 storytelling Cards on North America; 10 pages) can be great for Intermediate Advanced English as a second or foreign language learners. Its aim is to make students exercise and/or improve their speaking, storytelling English as a second language Skills. ESL with Alan is a Brand New ESL, EFL, TESOL Store whose aim is to help English as a Second or foreign Language Teachers, Educators and Tutors (be it online or offline) to achieve their teaching objectives while creating a fun and stimulating environment. Never Forget! Learning is fun, So should English! Always If you want to browse more of my PDF ESL, EFL, TESOL Teaching Resources, click here ESL with Alan!
Author Learning with Alan
Tags ESL, EFL, Teens, Cards, Flashcards, Game, North America, Storytelling
Forces Bingo Game
Science, Physics, Grade 6, 7, 8, Activities, Games
Forces Bingo Game is an engaging review activity for middle school science students learning about types of forces. This printable bingo game includes 24 unique bingo cards with different force terms randomly placed in the squares. To play, the teacher reads aloud the definition of a force term and students search their cards to find the matching term to mark. Getting 5 terms in a row wins! This collaborative game makes reviewing concepts like friction, gravity, and magnetic forces fun. It can be used in many ways - as an opener to introduce concepts, a closure to review after a unit, a sub plan activity, or even as a homework assignment. By turning learning key terms into a game , students will be eager to demonstrate their knowledge of push/pull forces. The bingo cards are printable and laminated for reuse year after year.
Author Maude in the Middle
Tags Forces, Newton's Laws, Physical Science, Science Games, Bingo
Literary Devices: Memory Match Game - FLASH-MAC
ELA, Literature, Grade 5, 6, 7, 8, Activities, Games
The Literary Devices: Memory Match Game - FLASH-MAC Developed exclusively for MAC systems, this unique interactive teaching resource is designed to boost the comprehension of literary devices among students in grades 5 through 8. Main feature of this resource is its memory match game format where commonly used literary devices and their definitions are hidden to be found by the students. A leap beyond traditional teaching methods An engaging and enjoyable approach to learning that turns memorization into an exciting task. A user-friendly and visually appealing interface enables pupils to explore and reinforce key concepts covered in their literary devices lesson plan. Diverse Educational Settings & Use Cases Whether as part of small group activities or whole class games, or even as an interactive homework assignment, FLASH-MAC offers flexibility for classroom management. Beyond Reading Comprehension Tasks This is not just about reading comprehension tasks. Even challenging concepts like metaphors or oxymorons become easily comprehensible for young learners thanks to this dynamic minigame; fostering interest in Literature from early educational stages. Note for Language Arts Educators This tool has been thoughtfully crafted considering language arts educators who seeks innovative ways to make literature appealing yet meaningful for students. Innovation Comes with Regular Coursework & Skill Development The inclusion of this product promotes critical thinking skills –an essential constituent– in Language Arts curriculums by bridging theoretical knowledge with practical application. In summary, The Literary Devices: Memory Match Game - FLASH-MAC skillfully combines modern technology's allure with primary educational principles—resonating perfectly with contemporary digital-age teaching approaches. It becomes your "virtual assistant," effortlessly reinforcing abstract concepts at home or school for thorough comprehension while making learning enjoyable.
Author Classroom Complete Press
Tags Memory Game, Matching Game, Literary, Literature, Language Arts Lesson
Game: Battleship Coordinate on Cartesian Plane
Math, Geometry, Graphing, Grade 4, 5, 6, 7, Activities, Games
Game: Battleship Coordinate on Cartesian Plane If you're an educator aiming to help your students gain a solid understanding of coordinate grid skills, this teaching resource - the "Battleship Coordinate on Cartesian Plane" game - is perfect for you. This engaging game is designed to provide crucial practice in a fun and interactive way. It's most suitable for students from Grade 4 through Grade 7. Imagine having an exciting tool that brings together mathematical concepts like geometry and graphing through a beloved game of battleship. Students have to strategically mark down the location of their ships using pencil, but there's an instructive twist - they must record the coordinates of their ship on the left-hand side in order to continue playing. This consistent notation promotes active learning and reinforces their understanding in a non-monotonous manner. What makes this resource even more student-friendly, is its double-sided print recommendation with reminders about (x, y) coordinates at the top page on the backside. Fold it into their printable battleship board, learners can only glimpse at this cheat sheet – maintaining gameplay mystery while providing much-needed help during play! This versatile Battleship Coordinate can be used within traditional classroom settings as well as homeschooling environments for individual or group learning sessions. This Math-themed product comes as a downloadable PDF file making it easily accessible and readily printable whenever needed by educators. Given these factors, our 'Battleship Coordinate on Cartesian Plane' game proves itself to be not just amicable educational fun but also an effective strategy for consolidating complex math concepts among young learners who might often have trouble visualizing spatial elements and working around plotting points. Looking out for simplicity within sophisticated subjects – which remains one of our key missions – we offer similar games targeting lower levels too; check out our ‘1st Quadrant Coordinate Battleship’ version available separately. Expand your teaching toolbox now with this innovative resource!
Author Resource Garden
Tags Cartesian Plane, Battleship Game, Coordinate Grid, Math Education, Interactive Learning
White Light, Dispersion and Colour Filters Find the Pair Game for Middle School
Science, Physics, Grade 5, 6, 7, 8, 9, Activities, Games
White Light, Dispersion, and Colour Filters Find the Pair Game for Middle School An interactive learning solution designed for grade 5 to grade 9 students tasked with grasping light's physical properties under their Physics study sub-category. It makes teaching about White Light, Dispersion, and Colour Filters both enjoyable and memorable. The Gameplay The game involves teams of three to four students each engaging in a memory challenge based on the principles of white light, dispersion, and color filters. The objective is to lay out 42 question-and-answer cards face down in a square formation. Each player's turn involves flipping two cards with the hope they complete a correct question-and-answer pair. Game Mechanics If successful at matching a Q&A pair: Secure it. If not successful: Flip cards back over before the next student's turn. A level of challenge is introduced through reference books or teacher consultation using special answer sheets. Key Knowledge Requirements: An understanding of spectrum color order, A grasp of dispersion that transforms white light into seven spectrum colors, An idea about speed variation among different light colors as they pass through glass, An ability to identify primary (red/green/blue) & secondary (magenta/cyan/yellow) light colors, and understand how they interact; A comprehension on why objects reflect certain colours versus others absorbed; .li Instructors’ Preparation Guide: List bullets: Prepare by printing a double-sided set for each group – the sets can be laminated for extended reusability; Cut the printed pages into separate cards and it's ready to play! Note: This product can be used class-wide or assigned as homework. Share your feedback on this tool to help improve its capabilities and earn credit towards future purchases. This product is downloadable through Elf Off the Shelf Resources in Multiple File Types, though materials are not included in this package.
Author Elf off the Shelf Resources
Tags Light Properties, Color Dispersion, Color Filters, Interactive Learning, Middle School Science
Plant Anatomy and Photosynthesis - Find the Pair Game - Middle School Science
Science, Life Sciences, Biology, Grade 6, 7, 8, 9, Activities, Games
This is an engaging and enjoyable memory game on plant parts and photosynthesis. Pupils work in teams of three or four. Each team lays out their 42 cards face down in a square and take it in turn to turn over two cards. If the cards are a question and its correct answer, the pupil keeps the pair. If they are not a match they are turned face down and the next pupil gets a turn. This process continues until all cards are matched and the winner is the pupil with the most pairs. If a team member thinks that the selectors pair is not a correct match, they can challenge. Pupils are encouraged to check their books for the correct answer but the teacher also has a quick-check answer sheet. If the challenge is correct, the challenger keeps the pair. Included in this Pack. 42 question and answer cards Teacher’s answer sheet. Instruction sheet Preparation · Use double-sided printing to copy 1 set per group of 4 pupils. · Sheets could be laminated to enable year-on-year use. · Cut sheets into cards. Prior Knowledge Required · Root, stem and leaves are organs and the flower an organ system. · Functions of the root, stem, leaf and flower. · The terms transpiration, guard cells, stomata, xylem, phloem, chlorophyll, chloroplast and photosynthesis. · Parts of the flower; · The ovule and pollen grain as the female and male reproductive cells. · Role of played by xylem, phloem, guard cells, stomata and chloroplasts in photosynthesis. · Word equations for photosynthesis and respiration. · Comparison of photosynthesis and respiration. · Glucose converted to insoluble starch for storage on root. See more Elf Off the Shelf resources on this topic and many others
Author Elf off the Shelf Resources
Tags Plant Anatomy, Plant Photosynthesis, Photosynthesis Game, Find The Pair Game, Biology Game
Scratch: Thumbnails and More! (Game Mechanics #7)
Science, Technology, Computer Science, Grade 3, 4, 5, 6, 7, 8, 9, 10, Games, Activities
Scratch: Thumbnails and More! (Game Mechanics #7) A comprehensive teaching resource, specifically designed to nurture game development skills through the Scratch programming language. This indispensable tool provides multiple guides along with examples that aid learners in building out complex facets of their projects. In this magnificent set, students are exposed to diverse techniques such as: Fashioning a custom thumbnail for their Scratch project Crafting a compelling visual trail for their cursor Notably, displaying the current time based on the computer's local settings. This element incites intrigue and conveys just how applicable coding concepts can translate into practical real-world applications. Suitable For Diverse Learning Settings A versatile curriculum perfect for grade levels 3-10. Excellent compatibility allows this resource to be incorporated into any science program emphasising on computer studies. Additionally, it is user-friendly across varying teaching platforms; right from whole group discussions to independent study groups or even as delightful homework assignments enriching at-home experiences. Prerequisite Knowledge Note that prior knowledge of Scratch will optimize utilization of this resource package. It aims at educating learners further regarding niche techniques within game development. In doing so, it hones creativity while consolidating core competencies. Digital Friendly Material Format The module comes in easy-to-use PDF format aiding educators in effortlessly integrating these activities onto digital platforms or printing them as physical handouts depending upon learner preference. Gear up and dive straight into exciting realms where leisure merges seamlessly with learning using our Scratch: Thumbnails and More!(Game Mechanics #7), assisting young digital pioneers blazing trails into exciting virtual worlds through coding.
Author Roombop
Tags Scratch, Game Development, Thumbnails, Mouse Trail, Coding
Perimeter of Complex Shapes: Math Strategy Game
Math, Geometry, Measurements, Grade 3, 4, 5, 6, 7, Activities, Games
Harness your students’ competitive sides as they play this deceptively simple dice game that lets them practice calculating the perimeter of complex shapes. Each duo will end up creating a unique complex shape as they race to be the one to finish it first using their rolls. Students can also calculate the area of their personal shape for extra math practice. A sample round is included to teach the game to your students! Instructions: 1) Player 1 chooses a starting spot, rolls, and draws a line that length (no diagonals). 2) Player 2 starts at the end of Player 1’s line, rolls, and draws a line that length. 3) Once the perimeter is over 40 units, the first player to close the shape wins! 4) If you can’t close it with the rolls you get, it is a tie. 5) BONUS: Calculate the area of your completed complex shape (close it yourself if the rolls did not complete it). Grades to Use With: This game works well for students in grades 3-7. Depending on where you live it may meet these standards: CCSS 3.MD.C.5 Recognize area as an attribute of plane figures and understand concepts of area measurement. CCSS 3.MD.D.8 Solve real world and mathematical problems involving perimeters of polygons, including finding the perimeter given the side lengths, finding an unknown side length, and exhibiting rectangles with the same perimeter and different areas or with the same area and different perimeters. British Columbia, Canada: Grade 6 Learning Standard: Perimeter of Complex Shapes If you enjoy this math game, check out some others in my store: Theoretical and Experimental Probability: Hands-on Math Task with Fractions and Percentages Grocery Game: Estimating, Multiplying, and Adding Decimals Pre-Algebra Expression Input/Output Game
Author Grace Under Pressure
Tags Perimeter, Area, Complex Shapes, Dice Game, Compound Shapes, Hands-on Math, Math Center, Math Game, Math Station, Strategy, Math Strategy Games
Abandon Ship! Titanic Social Stratification Game
Social Studies, History, Psychology, Grade 7, 8, 9, 10, 11, 12, Games, Activities
Abandon Ship! Titanic Social Stratification Game is an immersive role-playing activity where students decide which passengers get a spot in the limited lifeboats as the Titanic sinks. Students are split into groups and assigned character sheets with information about fictional passengers' identities and backgrounds. Each group must collaborate and decide which 5 of the 8 characters to "save" based on the limited information they are given about each person. This activity sparks thoughtful discussions around social stratification, privilege, discrimination, and more while also working on teamwork and decision-making skills. Most importantly, students find this activity highly engaging as they take on the roles of Titanic passengers fighting for survival. This versatile 25+ page teaching resource can be used as a standalone activity or supplement lessons on the Titanic, social stratification, ethics, discrimination, psychology and more for grades 7-12.
Author Ed Dynamic
Tags Social Stratification, Privilege, Ethics, Teamwork
Atoms Bingo Game
Science, Chemistry, Grade 6, 7, 8, Activities, Games
This resource is an Atoms Bingo Game. Atoms and the Periodic Table Bingo will help your students review topics and terms that they have learned throughout their Atoms and the Periodic Table unit . This game is played like any other Bingo game where students must get five in a row to achieve BINGO. The Bingo can be horizontal, vertical, or diagonal. It is recommended that you print and cut out the bingo cards, and then laminate each one for repeated use. Students can then use a dry or wet erase marker to mark the card, allowing for easy clean-up. To play the game, the teacher will read the definition and students must mark the corresponding term on their card. When a students shouts BINGO, make sure you have them read their words out loud so that the correct terms were marked. It is possible that they will think they have a BINGO when they really marked the wrong term. This game could be used to review topics, as a time filler at the end of class, or as sub plans for a guest teacher.
Author Maude in the Middle
Tags Atoms, Bingo Game, Bonding, Periodic Table, Chemistry, Atoms Game, Bingo Periodic Table
Elements and Compounds Dominoes - Middle School Science
Science, Chemistry, Grade 6, 7, 8, 9, Activities, Games
Elements and Compounds Dominoes - Middle School Science A teaching resource targeted at 6th to 9th-grade educators, the Elements and Compounds Dominoes provides an in-depth understanding of the fundamentals of chemistry like elements, compounds, atoms, and molecules. About the Game The game is composed of 80 dominoes, which feature questions and answers related to various topics instead of numbers. It encourages learners to explore atomic combinations that form different types of molecules from elements or compounds. Additionally, it familiarizes students with elemental symbols derived from either English or Latin names. Unique Learning Approach This product distinguishes itself through intensive chemical formulae explorations. It guides students on interpreting brackets; naming compounds ending in special suffixes like 'ide'; how many atoms are contained in each compound based on a representative symbol. Suitable for whole-group sessions: Promotes cooperative learning dynamics. In small group activities:Fosters focused peer-to-peer interaction. Serves as a homework exercise: Potentiates independent self-learning. The rules are clear and precise—explaining how matches should be recognized whether through matching names with symbols or circuit diagrams . If a challenge arises over incorrect matches, provisions have been made for verification purposes. Aiding PowerPoint Animation, A complementary PowerPoint animation is included covering all necessary rules—making it easy even for first-time players while maintaining educational value. Bring your student's understanding beyond routine textbooks by utilizing this interactive yet informative resource. Through this fun game, students will grasp key chemistry concepts—an innovative approach that can easily replace monotonous lectures and provide a novel dimension that excites as much as it enlightens.
Author Elf off the Shelf Resources
Tags Chemistry, Middle School, Elements, Compounds, Atoms, Domino Element
Country Study on South Korea - Guess Who Game Cards on Famous Koreans
Social Studies, Geography, History, History: Asian, Grade 6, 7, 8, 9, 10, 11, 12, Activities, Games
Country Study on South Korea - Guess Who Game Cards on Famous Koreans This Teaching Resource is a fun Guess Who Game PDF (1 slide, 15 cards) on Famous Korean People. This Printable Resource can be great for Geography, Asian History and Social Studies Classes. Suitable Learners for this kind of lesson are students from 6th Grade to 12th Grade. This Geography + Social Studies Guess Who Game on Famous People from South Korea (Country Study) aims to introduce learners to South Korea and its most famous Koreans (leaders, film makers, politicians, music groups, singers etc.). Little Preparation is needed for this Social Studies + Geography Activity. Some of the Korean People selected for this Geography + Social Studies + Asian History Country Study on South Korea are: Sejong the Great (Monarch and creator of Korean Writing System Hangul) Kim Dae-jun (President of South Korea) BTS (K-Pop Boy Band) Blackpink (K-Pop Band) BoA (Singer) June Huh (Mathematician) Bong Joon-ho (Academy Award Film Maker; "Parasite") Ban Ki-moon (UN Secretary-General and Politician) Queen Min (Korean Monarch) and many more! A very fun and engaging way to play this "Guess Who on Famous People from South Korea" (country study on South Korea) game can be the following: all Learners sit on the floor in a circle every Learner has a Flash Card on their face every Learner/player asks a question about their Flash Card 's famous Korean This Social Studies + Geography Country Study on South Korea PDF Printable Teaching Resource (1 slide, 15 cards for 15 Famous People from Korea) can be great for learners from 6th grade to 12th grade to introduce South Korea and its Culture through its most important and celebrated people. Learning with Alan is a Brand New Teaching Resource/Educational Material Store whose aim is to help Teachers, Educators and Tutors to achieve their teaching objectives while creating a fun and stimulating environment. Never Forget! If you want to browse more of my Teaching Resources, click here Learning with Alan!
Author Learning with Alan
Tags South Korea, Asia, Famous People, Geography, Social Studies, Country Study, Guess Who, Cards, Game, Printable
Free Construction Interactive Memory Game to Practice Vocabulary
Life Studies, Career, Grade 7, 8, 9, 10, 11, 12, Games, Activities
Construction Vocabulary Words to Review and Reinforce Definitions of the CTE curriculum . Students will learn and practice Construction terms through definitions and characteristics. The engaging activity promotes collaboration and class discussion as students review terms of Construction tools, machinery, and more with multiple visuals and learning formats like multiple choice questions, memory games, hang-man, and others. This versatile resource can be used for whole-group instruction, small-group practice, or independent work, just practice the words and then review them by choosing the correct matching cards, until you flip all matching cards, exercising visual memory and concentration. If the cards don't match, they flip them back over and try again. Once all matches are made, press the "start again" button for more vocabulary practice. This self-checking activity can be played independently or as a whole class game projected on a smartboard. The vibrant slideshow stimulates engagement while building classification skills. Differentiate by allowing lower grades to match pictures only and upper grades to match vocabulary words. Practice Construction Vocabulary with this Free Interactive Game Introduce young learners to a variety of tools and machinery with this entertaining digital game. Students will see the names and images of different tools; exercising visual memory and concentration. This self-checking activity can be played independently or as a whole class game projected on a smartboard. The vibrant slideshow stimulates engagement while building construction classification skills. students will build their knowledge of important terms and definitions while having fun playing games. This activity stimulates intelligence, builds concentration, reinforces letter recognition, improves spelling and pronunciation, and engagingly expands vocabulary. It's a perfect supplement for any Construction lesson. Check our shop, material, and products for more interactive construction vocabulary reviews covering other topics like human microbiome, metabolism, and more grade levels in science and Spanish language arts. Download this versatile 14-slide PowerPoint today!
Author ShapeUp-N-Matematicas y Lenguaje
Tags Construction Vocabulary, Interactive Activity, Small Or Whole Group, Games, Construction
Scratch: Walking, Running, Jumping and Ground (Game Mechanics #2)
Science, Technology, Computer Science, Grade 3, 4, 5, 6, 7, 8, 9, 10, Games, Activities
Scratch: Walking, Running, Jumping and Ground (Game Mechanics #2) This educational resource is primarily designed for educators seeking to instruct their students about the fundamentals of sprite movement in game development. Teachers can delve into the realms of computer science by demonstrating how to animate characters that can walk, run and jump realistically within a digital environment. The guide acquaints learners with not only movement but also showcases how they can implement a basic 'ground' guide ensuring that any jumps made by a character are met with a tangible surface governed by gravitational principles. Note that it's crucial for students to familiarize themselves with Scratch before diving into this product. This ensures maximum benefit from these comprehensive lesson plans while successfully expanding their knowledge base about Scratch game mechanics. Ideal Teaching Tool This product serves as an ideal teaching tool for both public school teachers and homeschoolers alike. It could be integrated within: Whole group sessions Sessions within smaller classroom clusters focused on more individualized learning Homework assignments About The Product: 'Scratch: Walking, Running, Jumping & Ground – Game Mechanics #2' is packed full of useful insights guaranteed to captivate young technophiles engaging in Computer Science studies. It shines due its diverse applicability across multiple education settings making it a remarkable addition to any modern-day educator's toolkit.
Author Roombop
Tags Sprite Movement, Game Mechanics, Animation, Computer Science, Educational Resource
Matching Game: How Well Do You Know Your Tudor Kings & Queens? (8 +)
Social Studies, History, History: British, Grade 4, 5, 6, 7, 8, Activities, Games
Welcome to the Matching Game: How Well Do You Know Your Tudor Kings & Queens? Introducing a resource curated for students aged 8 and above. This learning tool provides a comprehensive education on Tudor Kings and Queens, uniquely merging history with interactivity. About the Game This engaging hands-on game quizzes learners about their understanding of Tudor royalty. By arranging royal figures accurately through time, they learn about individual monarchs and their hand in shaping eras. Additionally, matching cards to corresponding kings or queens embeds essential details into memory – all while having fun. Game Contents & Usage Laminated Figures: After mounting or laminating the figures for durability, students cut them out. The Timeline : Students scramble up these figures to form their own historical timeline journey. Bundled Facts: Using these facts, students match cards to related kings or queens. Note:A total of 19 pages' worth of relevant material is included in this game - suitable for grades 4 through 8. Versatility in Application This resource can be used in whole classrooms, smaller subgroups, or even independent homework assignments. It suits public school educators catalyzing collective classroom interaction just as well as homeschoolers designing personalized curricula. The Integrative Utility :The tool is incredibly adaptable with diverse teaching strategies! Social Studies Classes: A Perfect Fit! ` ` ` Focusing on British History under subcategories such as The Tudors? This matching game is a fantastic way to explore history differently, presenting individuals against larger societal backdrops through a fun and engaging approach. Why Should You Choose This? The novel method of interaction cultivates sustained curiosity amongst learners. It meets educational requirements effortlessly. All material is conveniently encapsulated within a downloadable PDF file format. This resource truly revolutionizes how history is perceived – making learning an enjoyable experience!
Author Guinea Pig Education
Tags Tudor Kings, Tudor Queens, Interactive Learning, Historical Education, British History, Tudor Dress Up Games
Catch Me When You Can | A "Whodunnit" mystery about Jack the Ripper
Social Studies, Biographies, Grade 6, 7, 8, Activities, Games
I created this simulation to give my middle school students the opportunity to experience the Jack the Ripper phenomena. This simulation does not focus so much on the gory nature of the crime. Instead, the students become the detectives of the Whitechapel district of the London Metropolitan police. It becomes a race to catch Jack. The students get to make decisions and experience the consequences of their decisions as well. The whole class is involved and they are soon very engaged in the investigation. Here is what is included in this simulation: - A Lesson Plan/Procedure to help you organize and run the simulation - A Teacher Part for when you act as the Chief Inspector of District H - Whitechapel - Situation Reports for you to read each round - All the materials for Round #1 - "It Begins" - All the materials for Round #2 - "It Escalates" - All the materials for Round #3 - "The Double Event" - All the materials for Round #4 - "The Murders End?" - A Power Point to help introduce and ask important questions to debrief at the end - Maps of the Whitechapel district I designed the simulation to be completed in a one hour classroom setting. However, you can easily adapt this to whatever time frame or classroom setting you have. I hope you enjoy running the simulation.
Author BCM Creations
Tags Jack The Ripper, Mystery Games, Simulation, Whole Group, World History
Number & Operations: Spinner Game for 6th-8th | MAC Software
Math, Algebra, Common Core, Grade 6, 7, 8, Activities, Games
Number & Operations: Spinner Game for 6th-8th Grade on MAC Software This interactive, versatile and educational tool comes in a zip file containing a stimulating game designed to enhance mathematical comprehension within students of grades 6 to 8. Key Features: Fifteen number operation questions creatively placed on a virtual spinner wheel. Focuses predominantly on algebra and other crucial math curriculum topics. Versatile design suitable for whole group instruction, differentiated groups or individual learning at home. Benefits: Promotes an entertaining manner of elevating understanding of number operations. Serves as homework assignments without extra prep work for the teacher. In conclusion, The Number & Operations: Spinner Game not only makes learning maths fun but also reinforces knowledge acquired in classrooms. It creates an interactive platform which enhances cognitive skill development within foundational algebraic principles through student participation. This user-friendly Mac software tool requires no time-consuming set-up process - just download it and see your math instructional unit come alive whether face-to-face or virtually! Note:The game ’s alignment with common core standards coupled with its appealing format makes studying middle-grade mathematics truly enjoyable!</em
Author Classroom Complete Press
Tags Algebra Games, Spinner Games, Math Spinner Games, Number Games, Digital Math
Scooter Boat Bombers PE Game!
P.E. & Health, Physical Education, Grade 1, 2, 3, 4, 5, 6, 7, 8, Activities, Games
No Dodgeball? No Problem!! Play Scooter Boat Bombers instead. With this Scooter Boat Bombers PE Game! resource you can take students on a safe trip through the ocean on their own boat as they compete to collect the most cones by throwing accurately and collecting using teamwork. Take your students on a trip of fun and fantasy as they pretend your gym is an ocean of fun! This fun and exciting Scooter Boat Bombers PE Game teaches students core exercise, agility skills, lower body strength, teamwork and honesty! Skills to learn/practice: Core and lower body exercise. As well as teamwork and strategizing. Learning Target: I can use my legs and core muscles to accomplish a task. I can throw an object overhand accurately. I can accelerate and change directions while pushing a heavy object This Scooter Boat Bombers PE Game includes warm-up activity , a learning group activity , and an assessment. Additionally, safety rules are included for this game. This Scooter Boat Bombers PE Game was designed for students in elementary and middle school. It is fun to use for gym class or holiday fun. Your students are sure to have fun when they engage with this game. Shape America Standards are also included. FUN ENGAGING Activities, Student Friendly Visual Aids, Set-Up Instructions Included, Detailed Graphics, llustrations, and Instructions, Efficient and Organized Materials for ease of use and implementation, Great for All Grade Levels of Elementary and Middle school. Use for Multiple Years Large group physical education games to use in your PE classes, summer camp or for your church youth group program. These quality products were designed to be engaging, student friendly and highly educational. They provide MVPA (Max Volume of Physical Activity ) and high energy to provide an outlet for students to develop their cardiovascular fitness. Your students will love them! You can incorporate them with multiple classes at the same time or a single class at a time. Products are geared towards elementary and middle school students but can also be used with high school students successfully! The games can be modified for skill levels and to fit your gym size. The equipment suggested in the plan can be substituted for other items in your equipment closet. Games - multi-skill games are designed for students having a wide range of abilities. These games can be used by PE teachers as a full unit or an extension of their unit. Combined with other numerous activities to be creative during a single class period. The individual products and activities can also be utilized by classroom teachers to organize recess activities keeping students active and focused during recess play. In addition, many of the products can be used to make great small-group activity for school events such as Field Days or as a seasonal rewards days. For games - Plan includes a number of text boxes with headings and subheadings that correspond to the unique PE planning and structural procedures. It incorporates a wide variety of critical lesson plan components that are important for teaching large group games. games provide opportunities for students to improve their catching, throwing, kicking, striking, running, goal keeping, tracking, dodging, tagging, reaction time, cardiovascular endurance, teamwork, sportsmanship, hand-eye coordination, accuracy & agility. One great thing about these games is that students can be placed in ability groups that consider developmental skill and fitness factors to help keep the games fair, even and safe for all. Detailed Instructions in an Easy-to-Understand Lesson Plan Format, FUN and ENGAGING, Set-Up Diagrams Included, Use Year After Year, Great for Developing a Variety of PE Skills
Author Gems from the Gym
Tags Core Exercise, Agility Skills, Lower Body Strength, Teamwork And Honesty!, Scooter Physical Education Games, Scooter Games For Physical Education, Pe Scooter Games, Scooter Pe Games, Gym Scooter Games
Video Game Design - Coding Project
Creative Arts, Art, Graphic Arts, Grade 7, 8, 9, 10, Games, Activities
As you introduce and review new topics with your art students, you may want to ensure that you have quality resources that will allow them to express their understanding of the concept. Art can be concrete and abstract simultaneously! Because of this, we want to assess mastery in the best ways we know how. We can do this when we present hands-on and engaging lessons and instruction to our students. This is aVideo Games – Coding Lesson. Itis an editable presentation that can be accessed through Microsoft or Google. It consists of 21 slides. The objective is for students to be able to successfully code their own video game. The presentation breakdown is as follows: Slide 2 – Coding Amazing Gameplay. Slide 3 – Agenda Slide 4 – Game List Slide 5 – Core Elements of Game Design Slides 6 – 10: Vocabulary Slide 11 – Creating Balance Slide 12 – Giving Good Feedback Slide 13 – Types of Goals Slide 14 – Goal Combos Slide 15 – Goals, Items & Creating Challenges Slide 16 – Level Design Slide 17 – Choice Points Slide 18 – Storytelling Slide 19 – Student Assignment Slide 20 – Pixel Art Rubric Slide 21 – Helpful Links Student Assignment is as follows: “As you already know, you will be coding your very own video game. Your game must include the following: A narrative (Intro, between levels, ending) At least 3 balanced levels A self-made background song Self-made pixel art animation (sprites and backgrounds) TIP: As the requirements expect self-made components, don’t plan an over-complicated game in which you have 15 Sprites, 12 worlds/backgrounds, etc. KEEP IT SIMPLE. It doesn’t have to be super complex to be fun and engaging.” This can be used with middle and high school art students. I hope you enjoy! Take A Look at My Best Sellers: Book Club, but with a twist! Elements of Art Lesson Coding Video Games Animal Dominoes Game Coloring Lesson for Middle School Digital Portraits Lesson You can find more resources at my storefront here: https://teachsimple.com/contributor/resource-garden
Author Resource Garden
Tags Coding Project, Vocabulary, Graphic Arts, Art Lesson, Art Project, Coding Lesson, Video Game Design, Art Design
5 Minute Games Bundle: Super Simple No-Prep Games for Elementary Students (ELA & Math)
ELA, Math, Early Math, Place Value, Grammar, Language Development, Vocabulary, Spelling, Preschool, Grade 1, 2, 3, 4, 5, 6, 7, Activities, Games
Here are four quick no-prep games for any elementary classroom. They address topics including math, spelling, syllables, rhyme, vocabulary, parts of speech, geography, & critical and creative thinking. Each of the 4 games has its own page of instructions including the skills taught, different player configurations, rules, a sample round, and extension ideas. These games require NO PREP and NO MATERIALS other than writing implements. I suggest whiteboards to save paper. Grades to Use With: These games can be used in any elementary classroom (grades K-8). They are great for the following uses: - Morning/home-room warm-up - TOC back-up activities - To fill the 5 minutes before lunch or the end of the day - As a reward for small-group or one-to-one tutoring The four games are: - 4 Letter Word Game : Start with a 4-letter word on the paper/whiteboard. Players/teams take turns changing one letter at a time to make a new English word. Play until you are stuck or time runs out. - Guess My Number Game : Start with a range based on your students (ex: 1-20 for K, 1-100 for Gr 1-4, 1-200 for Gr 5-7). The teacher (or student if playing in pairs) thinks of a number in that range. The other student (or whole class) has exactly 5 questions of greater than or less than to narrow it down. After 5 questions, they must guess the number. - The Rhyme Game : Start with a word that has many rhymes. (For example: tent, rant, king, see, you.) Do NOT choose duck for obvious reasons. Each student (or each team) has two minutes to make a list of as many rhyming words as they can. Points are counted based on syllables. The longer the word, the more points. After two minutes, tally the scores to find the winner. - Categories: Start by writing 5 categories from the following options on the board: animals, cities, verbs, fruits, toys, pet names, countries, adjectives, beverages, colours, holidays, vehicles, movies, kitchen tools, flowers, books. Then choose one letter of the alphabet. Students get two minutes to think of a word for each category staring with that letter.
Author Grace Under Pressure
Tags Games, Vocabulary, Fun Stuff, Spelling, Math, Fast Game, Quick Game, Scattergories, TOC, Substitute
How to Write a Book Report: Memory Match Game - FLASH-MAC
ELA, Writing, Common Core, Grade 5, 6, 7, 8, Activities, Games
How to Write a Book Report: Memory Match Game - FLASH-MAC The How to Write A Book Report: Memory Match Game - FLASH-MAC is an interactive and engaging approach to literary comprehension. This unique teaching resource uses the familiar concept of memory match games to teach, test, and reinforce crucial definitions and concepts related to book report writing. This game is specially designed for middle school students falling between grades 5 through 8. It comprises six pairs of matching cards which correspond with six essential topics from the commonly taught 'How to Write a Book Report' lesson plan. Each pair includes a topic card and its respective definition card. Whole group instruction: The game can easily be used as part of collective classroom teaching. Small group activity: It can also be tailored for use in collaborative small-group settings. Distant learning/homework:If necessary, it could be assigned as individual homework providing further reinforcement outside school hours. In line with Mac operating systems, this software-based educational product requires minimal technical input from teachers or parents facilitating at-home learning while strictly adhering the Common Core State Standards (CCSS) framework ensuring accurate content alignment along with compliance. The structure follows Bloom's Taxonomy vouching for graduated levels of complexity thereby promoting mastery over time so cognition occurs naturally. In conclusion, language arts instructors will find How To Write A Book Report: Memory Match Game - FLASH-MAC, not only innovative but also effective in utilizing modern technology's digital interface while maintaining all traditional pedagogical methodologies intact promising optimum literacy development results among learners.
Author Classroom Complete Press
Tags Software (Mac)