1 / 12

Games for Changing State

Games for Changing State. Word Ball. An association game. All players in a circle. One player starts by “tossing” a word to another player. The receiver associates on this word, and throws his association to yet another player.

kyne
Download Presentation

Games for Changing State

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Games for Changing State

  2. Word Ball • An association game. All players in a circle. One player starts by “tossing” a word to another player. The receiver associates on this word, and throws his association to yet another player. • Variation – Try this in combination with last letter. Instead of just “tossing” word, have the players throw a soft ball, or a towel tied in a knot to each other.

  3. Buzz • To count to 100 while substituting the word buzz for the number 7 or its multiples without making any mistakes • Players count off to 100 in sequential fashion, replacing 7 and its multiples with buzz. For example, players would count out 1 to 14 as follows: " 1, 2, 31 41 5, 6, buzz, 8, 9, 10, 11, 12, 13, buzz." • When only a few players are involved, there need not be competition, but if a larger group participates, players can be eliminated after two mistakes. • VARIATION • A more difficult version of this game is called Fizz Buzz. In this variation, in addition to replacing 7 and its multiples with buzz, the word fizz is substituted for the number 5 and its multiples. Some people also like to substitute for double digits of the same number, for example, 1, 2~ 3) 4) fizz, 6, buzz, 8, 9, fizz, buzz, 12, 13, buzz."

  4. ZIP ZAP ZOP • Students stand in a circle. The sequence of words is zip, zap, zop. One person points to someone and says zip, then that person points to someone else and says zap and so on and so on. You are out of the game if you do not point to someone, if you mess up the sequence of zip, zap, zop, and if you are not quick enough.

  5. DUDE! • Students stand in a circle. They all look at the floor. You say “look up”. Everyone looks up and chooses someone in the circle to stare at. If the person you choose to stare at is staring back at you then both of you say “Dude” and you are out of the game. If you choose to stare at someone and they are NOT staring at you then you are still in the game. Tell students to look back down. Then tell the students to look up again…keep continuing until two people are left.

  6. HA, HA, HA! • To keep a straight face while the other players try to make you laugh • The players form a circle. One player begins by saying, "Ha"; the next continues, "Ha, Ha"; and the next follows with, "Ha, Ha, Ha"; and so on around the circle, each player adding a "Ha" to the string. • Each player must pronounce the "Ha Ha"s as solemnly as possible, to avoid laughter as long as possible. • Any player who laughs or makes any mistake must drop out of the "Ha Ha" circle. However, he or she now gets to try in any way (except for touching) to make the players remaining in the circle laugh. • The most serious player, by keeping a straight face, wins the game.

  7. Count to 10 • In a group of 8 more. Have the group count to ten with only one person speaking at one time. If two or more speak start back at one.

  8. Quick Draw • Have students find a partner and face one another. Students then put one hand behind their backs and decide on a number to show their opponent. Teacher tells students whether they are adding or multiplying. Teacher then says, “Ready, Set, Draw.” Students show partner their number. The first to correctly add or multiply the two numbers together with the correct answer wins. The other student grabs stomach and says, “Uggh, you got me!” Teacher repeats several times and then has students change partners.

  9. One Duck • Everyone in a circle. We are going to say a pattern, one word per player, going clockwise. It goes like: • One duck, two legs, quack • Two ducks, four legs, Quack Quack • Three ducks, six legs, Quack Quack Quack • And so on and so on until someone misses

  10. Assassin • Cut up or tear off a small piece of paper for each player. Mark one of these sheets with an X, fold, shuffle, and distribute them among players. The players should open them secretly. The player whose paper is marked X will be the assassin. • After A the paper have been checked, the players form a circle around a table or seat themselves on the floor, players examine the faces of the others around the circle, trying to discover who the assassin is. When the assassin winks at another player, that player must say, “I’ve been hit” and must drop out of the game. • If a player catches the assassin in the act of winking, the game is over, and the sharp eyed player is the winner. But if the assassin succeeds in winking at all the players (except the last), he or she is declared the winner.

  11. 4 corners • Choose 4 corners in your room and label them Corner 1, corner 2, corner 3, corner 4. • One student comes to the front and closes his or her eyes. Then the other students quickly run to a corner. The person up front picks a corner and those students are out. Continue playing until all students are out.

More Related