Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work and Learn. I'll need to reread it, to be honest, because too often my mind began drifting to my own classroom as I read. I began asking myself if I was doing all that I could to engage students, and the answer was a sad and resounding no. My classes are severely lacking in game play.
According to Davidson, "Games have long been used to train concentration, to improve strategy, to learn human nature, and to understand how to think interactively and situationally." In the classroom, games capture and focus attention, increase motivation, and allow for complete, overt engagement.
My most often downloaded resource, in fact, is a Theme Game I created on Google Slides. At least one of my readers a day downloads this activity, which means that other teachers are seeing the value of game play in the classroom.
I readily admitted to my students that I created Bug, and it would have some, well, "bugs" that needed to be worked out. But students were eager to help in this regard, and our finished game is best described through the Google Slides presentation below.
What We Learned Together
1) We decided that certain modifications were allowed (simple switch, blend mend, one letter better) since they were sophisticated and advanced the game, while others were not allowed (adding a simple s to create a plural, adding both a vowel and a consonant together, reconstructing a word that has already been spelled). Students likewise dismissed the possibility of allowing prefixes and suffixes, deciding that those modifications didn't truly change the words enough.
2) We learned that four to five minutes was a suitable time for each round of play. Once each round finished, players could challenge their current partner if the match ended in a tie, or winners could challenge other winners and losers could challenge other losers, or, simply, anyone else could challenge any other classmate. Students didn't care whom they played; students simply wanted to play! My period one class of only eight students played using a traditional bracket to decide a final winner, but other classes were content to engage in free range play.
3) Students did begin to employ strategies. One clever student used "shrug" as her first word each time, instantly earning a power up and leaving her partner with a difficult word to manage. When her second partner countered with "shrub," this student needed to quickly adapt and used her earned power down to create "scrum." Scrum? Yes, this game encourages vocabulary development as well.
4) By game's end we concluded that, catchy name aside, every new game couldn't begin with "bug." Too many students were trying to play the same words each round, and too many rounds fell into the same predictable list of words. We decided that each new game should start with a different three letter word.
5) We played our games with large (12 x 18) paper and colored markers, but for a future game we're likely to play with standard sized paper and colored pencils. Students liked the visual separation that two colors provided, but the size format probably won't be needed in the future.
We would love to hear your recommendations, variations, and success stories! Want more word challenges? Try the Word Challenges posted at The Book Chook!