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High School Games

Bring interactive learning to your high school classroom with games that support advanced concepts. This collection includes simulations, debates, and problem-solving challenges across subjects like science, math, and social studies. By integrating these games into your lessons, you can enhance engagement and deepen understanding.

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Nettrix Originals Game Packet

Nettrix Originals Game Packet
P.E. & Health, Physical Education, Grade 8, 9, 10, 11, Games, Activities

Nettrix Originals Game Packet A valuable teaching tool, this game packet is a preferred choice for public school educators and homeschoolers . The focus is mainly on promoting Physical Education (PE) & Health . Tailored specifically for Grade 8 to Grade 11. The BucketBall Game This fast-paced throwing game seeks to provide an enjoyable workout while allowing students to improve their throws in a friendly yet competitive environment. Not merely targeting singular skills, the game places emphasis on multiple skill arenas such as: Catching, Throwing, Kicking, and Goalkeeping. Beyond the Fun: Health and Wellbeing Gains The activities involved improve cardiovascular endurance, boost reaction time, encourage hand-eye coordination skills, and nurture sportsmanship attitudes - all encompassed within our holistic development approach. Ease of Integration with Existing Curriculum Purchasers are assured of graphically detailed materials complete with clear instructions aimed at smooth integration into existing curriculum - regardless of grade level within elementary or middle school years. We dispense student-friendly visual aids along with practical setup guidelines. Versatility Across Various Settings: Incorporation in large group physical education exercises during PE classes, Suitable for youth group activities throughout summer camps or church programs, Apt fit for small-group activities during school events like reward days or sports field meets. The Bottom Line: The Nettrix Originals Game Packet provides active components that promote Physical Education & Mental Health (PEMH) awareness in a uniquely engaging and interactive manner. Boost the liveliness of your regular PE classes by adopting this fun-filled overhaul.

Author Gems from the Gym

Tags Physical Education, Health Promotion, BucketBall, Cardiovascular Fitness, Hand-eye Coordination

Abandon Ship! Titanic Social Stratification Game

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: Atomic Theory and Structure - Device-Based Scavenger Hunt Activity

Atoms: Atomic Theory and Structure - Device-Based Scavenger Hunt Activity
Science, Chemistry, Grade 7, 8, 9, 10, 11, Activities, Games

Atoms: Atomic Theory and Structure - Device-Based Scavenger Hunt Activity. This activity is the coolest thing I've created and your kids are going to love it, mine do. Think of a scavenger hunt, then add devices (Smartphones, Chromebooks, Laptops, or Tablets), engaged students, and learning through assessment and you have this resource. ********************* Quick Disclaimer. In order to use this activity, your classroom must have at least 1 device per 3 students. Smartphones, Chromebooks, Laptops, and Tablets will all work perfectly. The Content Includes: • Atomic Theory --> Contributing scientists --> Historical theories • Atomic Structure --> Protons --> Neutrons --> Electrons --> Particle location and charge • Atoms visualization and application Here's how you implement them: • Print the QR codes and place them around the room • Place your students into groups • Let them loose! They move from Location to Location as they complete their tasks. Each Task is assigned by scanning the QR code and there are 5 Tasks per Scavenger Hunt Activity. • Have them submit their answers directly to your email via a form on my website. ********************************************************************** I've created a video that walks you through the entire activity. I did it using screen capture software on my phone so you can see exactly what your students will see. CLICK HERE to have a look . ********************************************************************** This activity: • Lets your students utilize their devices • Cuts down on wasted paper • Combines learning with assessment • Is a lot of fun • Comes in both Word and PDF formats Each Hunt is different and offers a unique way for your students to explore the topic. From Hunt-to-Hunt, possible tasks your students will face include: • Video analysis • Simulations • Fully automated and marked Quiz • Finish the story • Start the story • Calculations • News article • Opinion • Word scramble • Short answer • Web research Buyer Comment: "Really fun activity for high school being all students have a phone" --------------------------------------------------------------------------------------------- There are other Hunts as well and I'm continually adding more. Currently, the Hunts I have available include: Biology: • Cell Organelles • The Digestive System • The Circulatory System • Biochemistry - Macromolecules • Photosynthesis and Cellular Respiration • Mitosis and Cell Division • Cells and the Cell Theory – A Device-Based Scavenger Hunt Activity Ecology: • Energy Flow in Ecosystems • Invasive Species • Photosynthesis and Cellular Respiration • Cycling of Matter in Ecosystems • Ecosystems and Ecological Succession Space and Earth Science: • The Seasons • Our Solar System • The Moon • The International Space Station - Meeting Our Needs • Climate Change Electricity: • Static Electricity • Electricity Generation Chemistry: • Atoms: Atomic Theory and Structure • Physical and Chemical Changes • Elements and the Periodic Table • Chemical Reactions • Types of Chemical Reactions and Balancing • Acids, Bases and pH Physics: • Friction • Energy Transfer --------------------------------------------------------------------------------------------- Also, please visit my website Teach With Fergy for my thoughts on teaching, learning and everything in between.

Author Teach With Fergy

Tags Atomic Theory Assessment, Atoms Printable, Chemistry Scavenger Hunt, Digital Scavenger Hunt, Science Games, Atomic Theory Activity

Scratch: Projectiles & Health (Game Mechanics #4)

Scratch: Projectiles & Health (Game Mechanics #4)
Science, Technology, Computer Science, Grade 3, 4, 5, 6, 7, 8, 9, 10, Games, Activities

Scratch: Projectiles & Health (Game Mechanics #4) This is a comprehensive teaching resource for educators to guide students on projectiles and health mechanisms manipulation within the Scratch programming platform. It offers a step-by-step approach, suitable for students from Grade 3 all the way up to Grade 10 , focusing on creating projectiles in multiple contexts Throwing snowballs Shooting flowers form a tank The resource is not just about understanding game mechanics, it's an avenue to stimulate creativity and logical reasoning amongst learners. With time, student would grasp how both projectile usage and health statistics can interact in the development of engaging games . An Ideal Resource for Advanced Game Design Lessons A perfect tool for any computer science lesson geared towards game design basics; it's especially beneficial in lessons introducing complex gaming components such as: Graded Player Health Custom Projectile Interaction Versatile Classroom Use Educators can utilize this guide across different classroom structures. It proves effective as: a whole group instruction guide, a collaborative work tool, or an engaging homework assignment. A Refreshing Approach - Balancing Complexity and Simplicity Note that this resource recommends base knowledge of Scratch before usage. This prerequisite safeguards beginners from feeling overwhelmed while still making available advanced topics fit from junior high school through lower high school grades. Unleash your student technological interest today with "Scratch: Projectiles & Health (Game Mechanics #4)". This product comes as downloadable PDF format ensuring easy access!

Author Roombop

Tags Projectiles, Health Mechanics, Game Design, Scratch Programming, Interactive Games

The Road to Revolution Diplomacy Game: Round #3 - The Incident on King Street

The Road to Revolution Diplomacy Game: Round #3 - The Incident on King Street
Social Studies, History, History: USA, Grade 9, 10, 11, 12, Activities, Games

The Road to Revolution Diplomacy Game: Round #3 - The Incident on King Street This an engaging teaching resource that draws students right into the heart of American history . It transports them back to the pivotal night of March 5th, 1770—'The Incident on King Street' or as it was referred to by the colonists, 'a massacre'. Gameplay and Educational Highlights Role-play: Students can take on roles as historical figures from both colonial assemblies and British Parliament. Real-world Scenario: They will respond and react to actual events from history. Creativity encouraged: Learners can create official documents, formulate Acts that align with their respective teams' strategies. They also get the chance to develop news articles or other forms of communication that serve their cause. This interactive game not only serves as a dynamic approach towards teaching US History but also instills valuable skills such as leadership and collaboration among students. Educational Suitability This gaming resource is aptly tailored for secondary school learners studying in grade 9 through grade 12. It's especially recommended for those who prefer active participation rather than passive textbook learning. Add-on Benefits An integral part of a four-part series—the 'Road To Revolution Diplomacy Game' Included are three Word docs and one PDF which provide useful guides throughout this historical journey. Fostering initiative driven leadership skills through decision-making process under pressure . In conclusion, The Road to Revolution Diplomacy Game: Round #3 - The Incident on King Street is the perfect blend of factual, knowledge-based learning and friendly competition that will surely engage students' interests.

Author BCM Creations

Tags Road To Revolution, US History, Diplomacy Game, Interactive Learning, Colonial Assemblies

The Road to Revolution Diplomacy Game - Round #2 Stamp Act

The Road to Revolution Diplomacy Game - Round #2 Stamp Act
Social Studies, History, History: USA, Grade 8, 9, 10, 11, Activities, Games

The Road to Revolution Diplomacy Game - Round #2 Stamp Act: An Engaging Classroom Resource "The Road to Revolution Diplomacy Game - Round #2 Stamp Act" is a combinatory tool of game-play and learning designed for high school level teaching. Detailing the period between the French and Indian War and American Revolution, it can be employed as a stand-alone teaching resource or part of a four-lesson series . Primarily designed for U.S history curriculum within Grades 8 through 11, it actively involves students in understanding key historical events. An Adaptable Tool for Varied Learning Environments This tool flexibly adapts to both large group instruction and small group activities, even suitable as an engaging homework task encouraging at-home participation. Its aim is simple yet powerful: ignite students' interest in history by allowing them firsthand experience of influential roles during America's foundational years. A Carefully Crafted Historical Role-Play Experience In the gameplay, students find themselves role-playing characters from colonial assemblies or British Parliament, with options to represent key figures like the king! This unique lesson on 'Road to Revolution' enables them to experience how parliamentary decisions influenced key events such as The Sugar Act (1764), Parliament 1763's Proclamation, and most notably 'The Stamp Act' (1765). The engaging activity encourages active learning as they forge political alliances echoing real-life decisions by historical figures. It also allows them collaborative problem-solving via creating solutions in various forms like official documents & media broadcasts aiming at their side's progression. Enriching Historical Knowledge and Engagement The resources for this lesson are provided in easily accessible formats: three Word docs along with one PDF file. Active use of these resources facilitates significant knowledge about important events like Virginia Resolves (1765), Repeal of Stamp Act (1776), The Townshend Acts (677), among others, making it directly applicable through reenactment - stimulating a more profound engagement with history. An Insightful Blend Of History and Strategy As students navigate the high-voltage sequence of "The Road to Revolution Diplomacy Game - Round #2 Stamp Act", they gain inspiring insight into not just history but also political negotiation and strategic thought. This resource drums up great potential for learning that is both fun-filled and enriching!

Author BCM Creations

Tags Interactive Learning, American Revolution, Role-playing, Parliamentary Decisions, Historical Events, Proclamation Of 1763 Clipart

Magnetism and Electromagnets Find the Pair Game for Middle School

Magnetism and Electromagnets Find the Pair Game for Middle School
Science, Physics, Grade 5, 6, 7, 8, 9, Activities, Games

This is an engaging and enjoyable memory game on magnets and electromagnets which tests knowledge and reinforces prior learning. It is an ideal activity for the end of the topic or for test prep. It suits a wide range of abilities and can even be used for a cover lesson as all answers are provided. This is so much fun, pupils will forget they are learning! How to Play Divide students into groups of 4. Shuffle cards. Groups lays their cards in a square face down. Students take turns to turn over two cards. The pupil keeps the pair If a question is matched by its answer,. If not the two cards are replaced face down and the next pupil takes a turn. Continue until all cards are paired. The student with the most pairs wins. A student can challenge if they think an opponent’s pair is not a correct match.. If the challenge is found correct the challenger takes the cards. Pupils should check their books for the correct answer but, for ease, a quick-check answer sheet is provided for the teacher. Included in this Pack. 21 question and 21 answer cards Answer sheet. How to play directions Preparation Use back-to-back printing to copy a set for each group of 4 pupils. Sheets can be laminated to enable year-on-year use. Trim sheets into cards. Prior Knowledge Required: An Overview of Magnets and Magnetic Fields Composition of Magnets: Magnets are constructed using magnetic materials. Common materials include Iron, Cobalt, Nickel, and their corresponding alloys. Pole Interactions: Magnets have two types of poles - North and South. When two like poles (e.g., North and North) come close to each other, they repel. Conversely, when opposite poles (e.g., North and South) are brought together, they attract each other. Magnetic Fields: Surrounding every magnet is an invisible force field known as the magnetic field. This field can be visualized through field lines. Field Line Density: The density of these field lines determines the strength of the magnetic field. A region with closely spaced field lines indicates a stronger magnetic field than a region where they're spread out. Visualization of Field Lines: It's essential to understand and recognize the pattern of field lines around two bar magnets, especially when they have the same or opposite poles facing each other. Field Strength at Poles: The magnetic field is strongest at the poles of a magnet due to a higher concentration of field lines. Distance and Field Strength: The strength of the magnetic field diminishes as one moves farther from the magnet. Direction of Field Lines: Field lines emanate outward from the magnet's south pole and point inward toward the north pole. Magnetization Process: When a non-magnetized magnetic material becomes a magnet, the tiny regions within it called domains, which were initially oriented in random directions, align themselves to point uniformly in the same direction. Earth's Magnetic Properties: The Earth behaves like a large magnet. Interestingly, there appears to be a south-type magnetic pole near the Earth's geographic North Pole and a north-type magnetic pole near the Earth's geographic South Pole. Application in Devices: It would be beneficial to have a basic understanding of how magnets and magnetic fields operate within certain devices. Familiarize yourself with the structure and functioning of electric bells, relays, and circuit breakers, as they use these principles. With this foundational knowledge, you will be better prepared to delve deeper into the study of magnets and their wide-ranging applications. See more Elf Off the Shelf resources on this topic and many others.

Author Elf off the Shelf Resources

Tags Light Properties, Color Dispersion, Color Filters, Interactive Learning, Middle School Science

Cell Membrane and Transport – A Device-Based Scavenger Hunt Activity

Cell Membrane and Transport – A Device-Based Scavenger Hunt Activity
Science, Life Sciences, Biology, Grade 7, 8, 9, 10, 11, 12, Activities, Games

Cell Membrane and Transport – A Device-Based Scavenger Hunt Activity Usually instructed in grades 7-12, the Cell Membrane and Transport: A Device-Based Scavenger Hunt Activity is an interesting approach that integrates components of science, technology and active education. Students are encouraged to get up out of their seats, use tech devices such as chromebooks, smartphones or tablets which are all suitable ways to download this game -and collaborate to resolve relevant scientific challenges. The Goals of This Activity: A unique method for subject review An innovative instrument for teaching A creative way for student evaluation The progress in mobile technologies has initiated a fresh means for conveying subjects related to Biology, especially the cell membrane and transport. Key Topics Covered: This digital resource explores key topics such as: Transportation across cell membranes - both active transport and passive transport. The role of carrier proteins; A look at diffusion and osmosis; Hypertonic, isotonic/hypotonic scenarios; Hints on hydrophilic/hydrophobic interactions; . Unlike traditional stationary educational methods this interactive scavenger hunt incorporates QR codes placed around the classroom which when scanned using a device propels them through their tasks. Note: Tasks can be solved by submitting answers directly via online forms. This not only saves paper but also subtly promotes environmental awareness. This activity is compatible with both Word & PDF formats. Each scavenger hunt task varies—from video analysis simulations automated quizzes research tasks etc—ensuring no activity feels redundant while maximising student exposure to cell membranes & transportation mechanisms. Why is it Effective? This innovative teaching resource uniquely marries paperless education with efficient, comprehensive scientific training and increased student participation-generated, efficiency-enhancing satisfaction results.

Author Teach With Fergy

Tags Cell Membrane, Transport, Scavenger Hunt, Interactive Learning, Technology

Light - Reflection Find the Pair Game for - Middle School

Light - Reflection Find the Pair Game for - Middle School
Science, Physics, Grade 5, 6, 7, 8, 9, Activities, Games

The Light - Reflection Find the Pair Game for Middle School A captivating educational tool designed to facilitate understanding of light reflection in plane mirrors. This resource utilizes a memory game format, fostering active participation among students from grades 5 to 9. Participation and Format: Students engage in small groups of three or four. The interactive nature of the Middle School Light Reflection game provides a way to encourage teamwork and independent critical thinking skills. Each group works together to match 42 question-and-answer cards. Individuals take turns at revealing and pairing the cards. Challenging Element: This unique teaching resource features a challenging element that further encourages learning — if one team member believes that the selected pair does not match correctly, they can raise a challenge. Pupils may refer back to their study materials during these instances. An included quick-check answer sheet is available for teachers' guidance. If correct in their challenge, participants have the opportunity to earn points for their group. Simplicity In Use: Edge educators: Just print sets double-sided (potentially laminating them for increased durability) and distribute among groups fledge easy task generation set-ups. This reflective game addresses several key concepts about light transmission including: Tags: Images seen through periscope usage Luminous/non-luminous objects; , Opaque/transparent/translucent materials; Labeling incident rays and reflected rays; The normal point implementation. Potential Usage Spots: Classes handling science subjects like physics or during homeschooling sessions focusing broad-based scientific education around middle school level grades like grade 5 up till grade 9 constitute prime usage spots. Versatility In Use: The Light - Reflection Find the Pair Game doesn't restrict learning just within classroom boundaries and can also be implemented as an engaging homework assignment, thus offering versatility and ample opportunities for meaningful learning outside school walls.

Author Elf off the Shelf Resources

Tags Light Reflection, Plane Mirrors, Memory Game, Educational Tool, Science Education

Arctic Survival Activity (For Team-Building, Group Dynamics, and Personality)

Arctic Survival Activity (For Team-Building, Group Dynamics, and Personality)
Social Studies, History, History: World, Geography, Grade 7, 8, 9, 10, 11, 12, Activities, Games

The Arctic Survival Activity is a 15-page cooperative learning resource that allows students to work in groups and weigh survival options after a hypothetical plane crash in the arctic. Learners must reach consensus on difficult decisions about scarce supplies and resources. This activity builds classroom culture as groups navigate team dynamics. It includes PowerPoint slides to facilitate the activity, a printable student worksheet for ranking arctic survival items (Google Classroom compatible), and an answer key with explanations. As students debate and problem-solve, the activity enables discussions about group dynamics, leadership, communication styles, psychology, and more. Students love this engaging crash scenario that stretches their teamwork skills and tests their survival know-how against experts.

Author Ed Dynamic

Tags Arctic, Survival, Group Activity, Team Building, Decision Making

Magnets and Electromagnets 42 Question Board Game

Magnets and Electromagnets 42 Question Board Game
Science, Physics, Grade 5, 6, 7, 8, 9, Activities, Games

With 42 question cards on permanent magnets and electromagnets this is an enjoyable and challenging board game for up to six players per set. It is suitable for all abilities. It can be played at the end of a module on electricity and electromagnets but is also a very useful test prep tool. This game is so much fun, pupils will forget they are learning! What You Get Game board (color and black and white) 42 question cards with questions of varying degrees of difficulty Answer sheet Instruction sheet. Rules for Play The player who throws the highest score starts and play proceeds in a clockwise direction. Students take turns and work their way around the board following the instructions in the squares. Some squares tell the student totake a question card from the face down pile. If correct they move on 2 spaces. If a player thinks an answer given by an opponent is incorrect they can challenge. If the challenge is correct the challenger moves forward 2 spaces. If the challenge is wrong the challenger moves back two spaces. In the event of a challenge, pupils are encouraged to consult their books but the teacher has a quick-check answer sheet. Prior Knowledge Required Composition of Magnets: Magnets are constructed using magnetic materials. Common materials include Iron, Cobalt, Nickel, and their corresponding alloys. Pole Interactions: Magnets have two types of poles - North and South. When two like poles (e.g., North and North) come close to each other, they repel. Conversely, when opposite poles (e.g., North and South) are brought together, they attract each other. Magnetic Fields: Surrounding every magnet is an invisible force field known as the magnetic field. This field can be visualized through field lines. Field Line Density: The density of these field lines determines the strength of the magnetic field. A region with closely spaced field lines indicates a stronger magnetic field than a region where they're spread out. Visualization of Field Lines: It's essential to understand and recognize the pattern of field lines around two bar magnets, especially when they have the same or opposite poles facing each other. Field Strength at Poles: The magnetic field is strongest at the poles of a magnet due to a higher concentration of field lines. Distance and Field Strength: The strength of the magnetic field diminishes as one moves farther from the magnet. Direction of Field Lines: Field lines emanate outward from the magnet's south pole and point inward toward the north pole. Magnetization Process: When a non-magnetized magnetic material becomes a magnet, the tiny regions within it called domains, which were initially oriented in random directions, align themselves to point uniformly in the same direction. Earth's Magnetic Properties: The Earth behaves like a large magnet. Interestingly, there appears to be a south-type magnetic pole near the Earth's geographic North Pole and a north-type magnetic pole near the Earth's geographic South Pole. Application in Devices: It would be beneficial to have a basic understanding of how magnets and magnetic fields operate within certain devices. Familiarize yourself with the structure and functioning of electric bells, relays, and circuit breakers, as they use these principles. See more Elf Off the Shelf resources on this topic and many others.

Author Elf off the Shelf Resources

Tags Magnets, Electromagnets, Magnetic Materials, Magnetic Fields, Earths Magnetism , Electric Bell, Electric Relay, North And South Poles, Magnetic Fileld Lines, Magnetism Game

White Light, Dispersion and Colour Filters Find the Pair Game for Middle School

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

Online Lemonade Stand Project

Online Lemonade Stand Project
Life Studies, Finance, Home Economics, Business, Math, Money, Grade 5, 6, 7, 8, 9, 10, 11, 12, Activities, Projects, Games

The Online Lemonade Stand Project Whether you're a public school teacher or a homeschooler, the Online Lemonade Stand Project is a resource that brings practical business principles into your classroom. Designed to simulate an engaging and realistic lemonade stand experience, this project provides an innovative educational approach for students from grade 5 up to grade 12. Nurturing Financial Literacy and Entrepreneurship The Online Lemonade Stand Project takes on the challenges of presenting financial literacy and economic insights to students in a way that is both age-appropriate and dynamic. At its core, it's about giving your pupils practical application of entrepreneurship knowledge within the confines of their learning environment; their very own virtual lemonade stand! An Interactive Experience In this interactive activity , students are tasked with managing every aspect of running a profitable lemonade stand online. From calculating production costs to creating effective pricing strategies, they will experience first-hand how supply and demand dynamics can impact business success. Data trackers: Included in the project materials are data trackers specifically designed for student use. Analyzing outcomes: These help learners analyze outcomes from different strategies. Making adjustments: Identifying areas for potential enhancement and making necessary adjustments as if they were running real-life businesses. Curriculum Alignment Aligned with life studies and math curricula including focus areas such as finance, home economics, business and money management; this learning project isn't just about teaching entrepreneurship concepts but also reinforcing math skills in real-world contexts. Greatest Benefit? The great thing about The Online Lemonade Stand Project? It's highly adaptable! Whether used during whole group lessons or small group activities - even as homework assignments - it accommodates diverse educational needs across multiple grade levels. Yet despite its versatility,the unifying goal remains consistent: To equip students with critical thinking skills essential in today's global economy whilst offering them unique opportunities to learn beyond textbooks through active exploration in digital spaces. If you're looking for versatile yet substantive teaching resources that bring education closer to life experiences – consider integrating The Online Lemonade Stand Project into your curriculum!

Author Mister G's Teacher Shop

Tags Interactive Activity, Financial Literacy, Entrepreneurship, Math Skills, Practical Application, Project Lemonade, Online Lemonade Stand, Lemonade Stand Online, Lemonade Stand Lesson Plans, Lemonade Stand Online Games

Food & Drink Vocabulary Game "I Have Who Has" for 2+ players

Food & Drink Vocabulary Game "I Have Who Has" for 2+ players
P.E. & Health, ELA, Physical Education, Language Development, Pre-Reading, ESL, Reading, Vocabulary, Preschool, Grade 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, Teacher Tools, Presentations, Activities, Games

Vocabulary practice made fun! This English #vocabulary #game practices 16 high-frequency #food and #drink words. Editable pages make it easy to add in extra words your learners are working on. Learners will practice reading the sentence and question, "I have _____. Who has _____?" Then classmates will search their cards to see if they have the food or drink in question! Repeated exposure is necessary for vocabulary retention. In addition, a QR code has been provided in the instructions. Simply point your phone or computer camera at the code to open a link to the Google Slides presentation. Pull up the corresponding photo for each vocabulary word to expose learners to 2+ photos of the object in question. It's common knowledge that while tangible objects are best, realistic photos are next-best when teaching vocabulary. No more clip art or cartoons here! Use the realia presentation to introduce the vocabulary words as well as to support learners during the game. Play multiple rounds, and shuffle well to give extended practice! With a minimum of 2 players, this game is perfect for pairs, small group, or whole-class practice with up to 16 players! Words included in this pack are: cheese, hamburger, juice, salad, carrot, avocado, popcorn, milk, corn, pineapple, banana, strawberry, apple, bread, chocolate, and egg. This PDF download includes game instructions, the easy to use QR code link to the realia presentation, two pages to print, as well as a blank page for you to add in additional vocabulary words and drawings! Be sure to check out additional "I Have, Who Has" vocabulary games in English, French, and Spanish: School and Classroom, Calendar: Days, Months, & Seasons, Food & Drink, Numbers 1-10, Colors, and Patterns, Weather & Landforms! Got questions or a request? Let me know! Get in touch on socials at @melissaisteaching.

Author Melissa Is Teaching

Tags English Vocabulary, Vocabulary Games, Ell Games, Esl Games, Vocabulary Practice, Food Vocabulary

Scratch: Game Mechanics Bundle

Scratch: Game Mechanics Bundle
Science, Technology, Computer Science, Grade 3, 4, 5, 6, 7, 8, 9, 10, Games, Activities

Introducing the Scratch: Game Mechanics Bundle This comprehensive teaching tool is well-suited for grades 3 through 10 . Designed to guide students in creating their own games using Scratch, this platform is ideal for exploring Computer Science subjects. Understanding Game Mechanics Built around understanding game mechanics, students start with basic elements like Sprites scrolling, running, walking and jumping. As they further hone their skills, they master more advanced techniques fundamental to designing video games. This includes the logic that powers complex features in 3D games and platformers. Flexible for Both Students and Educators Independent Study: Suitable for students with some understanding of Scratch already under their belts; Educator-driven Instruction: Able to be used as an engaging component in whole-group instruction or computer-science driven small-group exercises; Setting Assignments: Makes homework much more exciting by encouraging students to create pieces they are proud of while deepening understanding of game development. Diverse File Types & Platforms Supported The bundle provides multiple file types making it adaptable across various platforms ensuring its reach no matter what your digital classroom setup may look like. It's specifically developed towards enriching science curriculum standards which simplifies teaching coding principles and modern IT literacy goals through hands-on engagement cleverly disguised as fun game creation sessions! In Summation... This resource encourages progress at individual pace offering plenty chances for trial and error before mastering a skill set eventually. Note though that the joyfulness weaved into learning process via creative gaming undertakings doesn't discard the value instilled during traditional teachings, but supplements them resulting in well-rounded education fostering the next generation's digital minds!

Author Roombop

Tags Scratch, Game Mechanics, Computer Science, Video Games, Educational Resource

Country Study on Chile Guess Who Game Cards on Famous Chileans

Country Study on Chile Guess Who Game Cards on Famous Chileans
Social Studies, Geography, Grade 6, 7, 8, 9, 10, 11, 12, Activities, Games

Country Study on Chile Guess Who Game Cards on Famous Chileans This Teaching Resource is a fun Guess Who Game PDF (1 slide, 15 cards) on Famous People from Chile. This Printable Resource can be great for Geography 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 Chileans (Country Study) aims to introduce learners to Chile (South America) and its most famous Chileans (leaders, film makers, politicians, writers etc.). Little Preparation is needed for this Social Studies + Geography Activity. Some of the Chilean People selected for this Geography + Social Studies Country Study on Chile are: Bernardo O' Higgins (Chilean Independence Leader) Pablo Neruda (Poet and Novel Literature Prize Laureate) Isabel Allende (Writer) Alejandro Jodorowsky (Film maker) Humberto Maturana (Biologist ang Philosopher) Michelle Bachelet (first Woman President of Chile) Pedro Pascal (Actor) Pablo Larrain (Film Maker) and many more! A very fun and engaging way to play this "Guess Who on Famous People from Chile" (country study on Chile, South America) 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 Chilean This Social Studies + Geography Country Study on Chile PDF Printable Teaching Resource (1 slide, 15 cards for 15 Famous People from Chile) can be great for learners from 6th grade to 12th grade to introduce Chile 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 Country Study, Chile, South America, Guess Who, Game, Cards, Social Studies, Geography, Printable, Teaching Resource

Light - Shadows and Lunar and Solar Eclipses Wildcard and Snap Card Games for Middle School

Light - Shadows and Lunar and Solar Eclipses Wildcard and Snap Card Games for Middle School
Science, Physics, Grade 5, 6, 7, 8, 9, Games, Activities

Light - Shadows and Lunar and Solar Eclipses Wildcard and Snap Card Games for Middle School An exceptional resource for promoting science learning in an engaging, interactive manner. Versatile in application, educators can utilise this tool for whole group instruction , small group collaboration or as a homework assignment reinforcing concepts learned during class time. About the Card Games These card games serve as a repository of knowledge relating to shadows and lunar and solar eclipses. Key lessons covered include: Understanding the relationship between the position of light sources in relation to their shadow's size; Identifying how a lunar eclipse occurs when Earth obstructs solar light from reaching the moon; Able to decode partial eclipses based on whether part or all of the moon passes through Earth’s umbra; Able to interpret a solar eclipse resulting from Moon blocking Sun’s light directed towards Earth; Suitable for students ranging from Grade 5 to 9 with science or physics as their core study area. This resource offers two exciting game modes – wildcard and snap. It makes them practice crucial scientific terms so seamlessly they barely realize they are learning! The package includes: An animated PowerPoint loaded with step-by-step instructions on how to play wildcard & snap games effectively without any additional teacher guidance required. A set of 66 playing cards tackling intricate details related to Moon's movement around Earth influencing occurrence patterns of different types of lunar & solar eclipses. As conditions for using this tool, color copies are needed due its design featuring distinctive color themes intended meant enrich users' visual-learning experience. For easy access, the resources come bundled in a zip file containing multiple file types. This resource is a testament to how active learning can be incorporated into daily education – encouraging recall, retention and enjoyment!

Author Elf off the Shelf Resources

Tags Light, Shadows, Lunar Eclipse, Solar Eclipse, Interactive Learning

Construction Hangman Game to Practice Vocabulary

Construction Hangman Game to Practice Vocabulary
Special Resources, 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 letters, it will self-correct you until you choose the correct ones. Students will learn important terms related to the construction industry while having fun playing hangman. The game reviews 17 key vocabulary words through slides and an end-of-presentation game. To play, students guess letters to try to reveal the mystery word. If they guess incorrectly, part of the "hangman" is drawn. Guess all the letters correctly before the hangman is fully drawn to win! This supplemental resource helps build pronunciation, spelling skills, concentration, and construction industry knowledge. 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 17-slide PowerPoint today!

Author ShapeUp-N-Matematicas y Lenguaje

Tags Construction, Construction Equipment, Construction Tools And Instruments, Construction Machinery, Construction Material, Construction Workers, Construction Safety Gear

The Road to Revolution Diplomacy Game: Round #4 - The Coercive Intolerable Acts

The Road to Revolution Diplomacy Game: Round #4 - The Coercive Intolerable Acts
Social Studies, History, History: USA, Grade 9, 10, 11, 12, Activities, Games

Sure, here it is: The Road to Revolution Diplomacy Game: Round #4 – The Coercive Intolerable Acts A valuable teaching resource that helps students experience the tumultuous era between the French and Indian War and the American Revolution. This activity provides an authentic learning experience for 9th-12th grade Social Studies students , more specifically those studying USA History. Game Objectives This game has value either as an individual lesson or as part of a four-part lesson series called the Road to Revolution Diplomacy Game. Participants assume leadership roles representing either colonial assemblies, British parliament or potentially even as the king. These roles are instrumental in exploring significant events from 1773 and 1774. The Boston Tea Party Introduction of Coercive Acts also known as 'Intolerable Acts' Students will then develop innovative solutions and strategies specific to their sides' objectives. Fostering Critical Thinking The focus is how political leaders made critical decisions during this era in history. Replicating these experiences in a classroom setting encourages active learning about historical events like Massachusetts's reaction to Great Britain's punitive measures & formation of First Continental Congress.. Students can solidify their understanding by creating official documents, letters, acts such crafting way forward, meditating on this time frame sparking critical thinking about present-day governance issues and diplomatic solutions making it apt both for group activities or homework assignments ensuring knowledge retention. Digital Integration & Materials Provided: With downloadable Word docs and PDF files included with purchase. ∟Technological integration makes distribution via digital classrooms easier. ∟Printable versions are provided for traditional forms of schooling. ∟Seamlessly converges historical studies with today’s technology-centric education methods. Overall The Road to Revolution Diplomacy Game: Round #4 – The Coercive Intolerable Acts offers an interactive learning encounter , enabling students to not just study history but immerse them in the thought processes and diplomatic discussions that shaped an epoch, molding future leaders.

Author BCM Creations

Tags Revolution, Diplomacy, Coercive Acts, American Revolution, Historical Learning

Light - Reflection Dominoes Game for Middle School

Light - Reflection Dominoes Game for Middle School
Science, Physics, Grade 5, 6, 7, 8, 9, Activities, Games

A dominoes game with questions and statements on reflection in a plane mirror instead of numbers. Prior Knowledge > Transparent, translucent and opaque materials > Luminous and non-luminous objects > Labelling the incident and reflected rays, the angles of incidence and reflection, the normal and the point of incidence > Virtual experiment to prove i = r > Ray diagram showing how the eye sees an image in a plane mirror > The image formed in a plane mirror is upright, virtual (appears to be formed behind the mirror) laterally inverted, the same size as the object and as far behind the mirror as the object is in front. > Ray diagram showing how the eye sees an image in a periscope > Specular and diffuse reflection What You Get > 90 dominos > Animated PowerPoint explaining the rules and how to play. Rules of the Game > Each player selects seven dominos from the top of the face-down pile and holds them in their hand like playing cards. > The player whose surname begins with a letter closest to the letter A starts and play proceed in a clockwise direction. > Dominos can be matched exactly, or a name can be matched with a symbol or descriptions, sketches and circuit diagrams can be matched. > If a player thinks a match is wrong, they can challenge. If the challenger is correct, they give a card from their own hand to the challenged player. If the challenged player is correct, they give a card from their hand to the challenger. Pupils are encouraged to check their books for the correct answer and consult their teacher if a consensus is not reached. > If a player cannot play a domino, they pick up from the face down pile and can play if possible or add it to their hand. See more Elf Off the Shelf resources on this topic and many others

Author Elf off the Shelf Resources

Tags Reflection, Angle Of Incidence, Angle Of Relection, Transparent Translucent And Opaque Material, Specular And Diffuse Images, Dominoes Game Explained

Scratch: Sprite Scrolling (Game Mechanics #1)

Scratch: Sprite Scrolling (Game Mechanics #1)
Science, Technology, Computer Science, Grade 3, 4, 5, 6, 7, 8, 9, 10, Games, Activities

This guide will show you how to do scrolling for sprites. Scrolling can be a little complicated, but if you read carefully, and understand what is written, then it should be very simple. The same technique is used to make higher level games like 3D and pen platformers. So I thought that scrolling was a good place to start. This package is a great resource to have your students follow. These game mechanic guides are great to teach specific techniques and skills that can be used to create a game. They allow the students to expand their knowledge of Scratch. It is recommended that your students have an understanding of Scratch before using this resource.

Author Roombop

Tags Scratch, Scratch Game, Scratch Game Mechanics, Sprite Download For Scratch, Scratch Sprite Download, Scrolling Game

American Revolution Time-Line Game

American Revolution Time-Line Game
Social Studies, History, History: USA, Grade 7, 8, 9, 10, Activities, Games

The American Revolution Time-Line Game is a 37-page download. This resource will provide you with explicit details for how to play the game, variations to playing the game, and the timeline cards that need to be printed for playing. The objective of this game is for a player to get 8 cards in chronological order in their personal timeline on the table in front of them.

Author Creative Learning Connection

Tags Timeline Game, History Timeline, History Game, American Revolution, Social Studies Activity

Country Study on the United Kingdom - Guess Who Game on Famous Britons

Country Study on the United Kingdom - Guess Who Game on Famous Britons
Social Studies, History, History: Europe, Geography, Grade 6, 7, 8, 9, 10, 11, 12, Activities, Games

Country Study on the United Kingdom - Guess Who Game on Famous Britons This Teaching Resource is a fun Guess Who Game PDF Presentation (1 slide, 24 cards) on Famous British People. This Printable Resource can be great for Geography, European 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 the United Kingdom (Country Study) aims to introduce learners to the United Kingdom and its most famous Britons (leaders, kings, writers, singers, royalty etc.). Little Preparation is needed for this Social Studies + Geography Activity. Some of the British People selected for this Geography + Social Studies + European History Country Study on the United Kingdom are: Ed Sheeran (singer) Princess Diana (Royalty and Princess of Wales) Queen Elizabeth I Queen Elizabeth II King Charles III (current King) William Shakespeare (playwright and poet) John Lennon (singer) Jane Austen (writer) Elton John (singer) Stephen Hawking (scientist) Alan Turing (mathematician) Queen Victoria David Bowie (singer) and many more! a very fun and engaging way to play this "Guess Who on Famous People from the United Kingdom" (country study on the UK) 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 Briton This Social Studies + Geography Country Study on the United Kingdom PDF Printable Teaching Resource (1 slide, 24 cards for 24 Famous People from the United Kingdom) can be great for learners from 6th grade to 12th grade to introduce Great Britain 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 United Kingdom, Europe, British, Country Study, Social Studies, European History, Geography, Great Britain, Guess Who, Game

Country Study on France - Guess Who Game Cards on Famous French People

Country Study on France - Guess Who Game Cards on Famous French People
Social Studies, Geography, History, History: Europe, Grade 6, 7, 8, 9, 10, 11, 12, Activities, Games

Country Study on France - Guess Who Game Cards on Famous French People This Teaching Resource is an fun Guess Who Game PDF Presentation (2 slides, 40 cards) on Famous French People. This Digital Resource can be great for Geography, European 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 France (Country Study) aims to introduce learners to France and its most famous people (leaders, kings, fashion designers, philosophers, writers etc.). Little Preparation is needed for this Social Studies + Geography Activity. If you need a little help to introduce your students and learners to France and French Culture, try this: Country Study Presentation on France Some of the French People selected for this Geography + Social Studies + European History Country Study on France are: Charles de Gaulle Coco Chanel Napoleon Victor Hugo Jeanne d'Arc Claude Monet Gustave Eiffel Louis XIV Voltaire Marie Antoinette Édith Piaf Charlemagne Maximilien de Robespierre Christian Dior Jean-Paul Gaultier Yves Saint Laurent Astérix Jules Verne Simone de Beauvoir Jean-Paul Sartre and many more! a fun and engaging way to play this "Guess Who" 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 French character This Social Studies + Geography Country Study on France PDF Digital Teaching Resource (2 slides, 40 cards for 40 Famous People from France) can be great for learners from 6th grade to 12th grade to introduce France 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 France, European History, Europe, Geography, Guess Who, Cards, Game, Printable, Culture, Social Studies