Showing posts with label classroom games. Show all posts
Showing posts with label classroom games. Show all posts

Saturday, April 28, 2012

Creativity Exercises - Some creative games for the classroom


“Creativity is just connecting things.”  -Steve Jobs

We need to teach creativity in school and this is primarily a post about a creative exercise that can do just that.

(Update:  I posted my presentation about creativity, the exercises and how these games fit into it here.  This post goes into a lot more detail on the options for the games, but be sure to check out that newer post to see how I present it in class.)

Since most people who come here will be interested in the games and exercises I’ll start with them.  At the end I will include some thoughts about about the origin of the creativity game system that it's all based on for those interested in the design process.

First, here's a video that sums up the system and uses rules of one particular game as an example:


In all of these game activities below, some random words are selected and from them the players must come up with creative responses based on those words.  In terms of Steve Jobs’ quote, they will practice creativity by making connections between seemingly unrelated things.  For example, in the game Why Did the Chicken...?, two random nouns are used make a riddle and the players must write funny answers to the riddle.  In the haiku games, random nouns must be used in haikus.

If you are playing the game with a group of friends, one player will judge each round and pick a couple winning submissions.  In the classroom games below, the class can vote using a classroom response system like the ActivExpressions.

Traditional Games

Only one of these games is a product you would have to purchase.  The others can be played with just a pencil and some paper.  For use in class, students could play in groups of four to six.
  • Why Did the Chicken...? - This is the boxed version of the game system where players make creative, funny answers to riddles.  I wrote more about the game and have a short video here.
  • The Haiku Game - I made this game using letter cards for an old game that is no longer available.  You could play it with Scrabble tiles or any game that has letter cards.
  • Cartoon Chicken - This is by far my favorite of the creativity games.  Players make captions for two randomly paired drawings.
  • The Chicken Game System - This is Kory Heath’s page for the generic system.  It is a great read for any serious game designer.  From here you can learn to make a playable version of any of the creativity games mentioned here.
  • Abe & Einstein - This game doesn’t exist in any published form as of yet, but you can play if you’ve read the rules to the game system above.  For this game, the prompts are two random famous people or characters.  Players write what the two people would say if they just met.  It’s hilarious.
  • Get Paul That Promotion - This is my twisted anti-creativity game based on the system.  It is available for free at the link.  You can read about how it was invented with the help of my students here.

Playing in the Classroom

It seems many people are referring to these classroom games as "class presentation games".  If that's what you are looking for, I have several.

I used to make flipcharts that use Promethean software and I'll list those below, but more recently I started these more generic versions as webpages.  All of these games are based on this general system that uses random prompts, creative submissions and a selection of the winner.


And these are the original versions that were designed for ActivInspire and ActivExpressions, but you can adapt them to be used with any computer/projector setup and any classroom response system (including a show of hands).

Note:  Most of my games were taken down from Promethean Planet.  The links below are currently not active.  You can still find Split Decision.  See my Games page for more information.
  • The Haiku Game - Students compete to write haikus based on generic nouns.
  • The Mythology Haiku Game - The same game, but with words related to Greek myths.
  • The Halloween Haiku Game - And the game with words related to Halloween.
  • Split Decision - This game is a little different than the others, but players are encouraged to write creative responses based on a randomly chosen topic.  The goal is to present tough decisions to the class.
Of course any of the traditional games mentioned above could be adapted to classroom play.  You can play with a few contestants, like the classroom flipcharts above, or you could have all students write responses.  Determining a winning submission could be handled with a vote or a single judge as appropriate for your class.

The birth of the creativity game system...

I wrote a few weeks back about my friend Kory Heath and how we met up at Protospiel.  That was in 2003 when my passion for game design was probably at its highest point ever.  I was in love with games and in the pursuit of something new in the hobby.  Protospiel was an annual convention, but it was also a growing group of creative friends.  I remember hanging out that summer with Kory, James Droscha, Stephen Glenn and others.  We talked at a deep level about games and and fun in general for hours on end.  I left with my brain buzzing with ideas.

Over the course of those few days Kory and I discovered we had both created games where  the winner of a contest was chosen by a judge rather than some objective rules.  In other words, instead of quantifying everything and determining a winner by points, a player would just pick the winner or a winning entry that he or she liked best.  But having a judge pick a winner was not the focus of the game.  Instead it was the creativity of the players and the “problem” posed to them that they were trying to solve.  In my game the players were writing funny things about each other and in Kory’s they were trying to come up with analogies.

In the weeks after Protospiel, Kory and I continued discussing these ideas and some like them.  We realized (he first, actually) that we really had a generic system for creativity games.  I loved playing those games because I enjoyed the process of making fun responses.  Kory was impressed with the power of how two random items could generate so many creative ideas.

As Steve Jobs stated, creativity comes from making connections.  When playing these games, some people feel they are not creative enough to come up with a response.  It really is an exercise, though, because with repeated practice (and once they realize failure isn’t so bad) they usually improve.  This observation speaks volumes for what the classroom experience should look like.  I hope these games provide teachers with exercises that encourage students to think creatively.  We need more students who are confident in their ability to create and who find enjoyment in the process.

With our respective groups Kory and I worked on many ideas in this system.  He lived on the East Coast and tested his games with established game designers.  I tested mine with students in the high school game club.  There, we had a ton of fun, but his group was better at the work side of things.  They developed a polished system and had a better focus on quality results.

Some examples of my games are the haiku game and the wacky, almost anti-creativity game, called Get Paul That Promotion.  My students and I had a blast exploring this creative model of play.

Kory’s group eventually created a published version called Why Did the Chicken...?.  Playing off that title, they developed what they called Chicken Games and Kory formalized some of the rules at this site.  The most notable feature that emerged from their play is that players can write as many submissions as they want in two minutes.  It was a great insight that contributes immensely to the excitement and creativity of the game.

This game system is amazingly entertaining and to this day I think it would be my preferred game if I had to choose only one for life.  Quite possibly the best thing about it is that it can be played with nothing more than some pencils and paper.

Monday, April 2, 2012

Creative Classroom Game - Why Did the Chicken...? and Video App Too

This post serves two purposes.  First, I wanted to highlight Why Did the Chicken...?.  It's a terribly simple, fun classroom game that lends itself to creativity.  I played it with many students over the years and we had a ton of laughs with it.  I mentioned it in my previous post as a game that came out of some work that I did with the designer, Kory Heath.

Also, this video was created with the Videolicious app for iPad.  It's a great little tool for making video reports that are 50 seconds or less.  Take some pictures or video, then record yourself talking about it.  The app takes care of the rest.  It is great fun for free.  I can see it coming in handy for quick reports for student news.

Sunday, March 18, 2012

Critical Thinking Game for the Classroom

I know this game has been referred to throughout this blog, but I wanted to centralize some of the resources  for both high tech and no-tech variations are described below.

Years ago I made a game that I used in the classroom for lessons about goals and priorities.  If used properly,  it can be an excellent starting point for critical thinking and other higher level thinking skills in any subject area with any students from about age 10 and older.  

I have played it with many students from middle school through college (here is a video I made with some former students at one campus) over the years and I have come to respect the power of the question that it raises.  Whether it is used as a game or a classroom activity, participants are simply asked the question What matters most?  By carefully choosing the items and guiding the discussion, this can be a powerful catalyst for self-evaluation and problem solving.

Using the game without technology
The game I created can be purchased as a traditional (card based) party game.  This is the version I used most in class. I would use a select subset of the cards based on the purpose of the activity. From that, I’d randomly draw five cards and have students rank the items on the cards from most important to least important.  We would usually try to guess how another person in the room would rank them.

After such an introduction, students can play the game in groups of up to 8.  It works best when students can play in pairs.

The Inexpensive Option - Right now a friend of mine is selling the old edition of the complete game (called What's It To Ya?) for less than $4.  I no longer get royalties from that edition, so this announcement is not meant to pad my wallet!  If you want to pick up a few copies (5 copies would allow up to 40 students play), check it out on this page at Fair Play Games while it’s on sale. This is a bargain, believe me.

The Newer Edition - If you want the newer version, it’s probably easiest to find it here on Amazon.  The new publisher created a version that uses a board and score sheets.  It sells for around $20.



Here's a video overview created with the Videolicious app on an iPad.




Using the game with technology

I posted several free activities on Promethean Planet based on this game.  They work easily with Promethean’s ActivExpressions for ranking, but you can run the activity with any response system or the students can rank them on paper.  A free version of ActivInspire will allow you to display these without actually using their other products, so any computer and projector will be sufficient.

Here is the original, generic activity that allows students to draw random words for the original game.

Oh Really Flipchart Activity

And the versions below are targeted toward a specific subject area with pre-selected sets of words and questions in context.  By examining these as samples it will be obvious how you can adapt them to your needs even if these don’t fit perfectly.

Government
Family and Consumer Science
Vocations and GoalsDebate
Christian/Bible Studies


The version with the most downloads so far is this "Back to School" edition. It can be used as an ice breaker in the first days of school or of a particular class:

Back to School

And finally, here is a simple Google Presentation version that you could change to use the activity in any subject.  You can put the question of what matters most into context, such as What makes a good citizen? Then list items related to that. Or you can keep it general. See the above flipchart activities for ideas. (Even if you don't want to install the free version of ActivInspire to view them you can see a preview at the site that will be useful in adapting the free Google Presentation version to your needs.)  


And if anyone is interested in the history of the game, here is a video I created a few weeks ago about my experience with bringing a game idea into reality.

Saturday, February 4, 2012

Classroom Game Lesson - Critical Thinking and Writing

I dug up a lesson this week that I used to use in my Pre-Calculus classes. The seniors would graduate a few weeks before school was out, so for those remaining juniors I would set them loose on this very popular lesson where I attempted to teach critical thinking using a variety of board and card games. It would last about five class periods.

Here's a PDF of the last version of this assignment that I used. (It was about this time that I left the math classroom to work as the Instructional Technology Coordinator.)

While the students loved these days and we all had fun, I worked each year to improve the focus so that they were objectively thinking about the games and what they were doing. You'll note in the handout above that I continually emphasize thinking, clear communication and analysis of what was going on in the game. I have to admit, though, that I never got very far in that endeavor. Even with the excellent students that ended up in that class, the fun got most of the attention.

This served to alert me to the importance of setting game lessons in context. Now when I introduce a game design lesson (usually involving computer games) I start by downplaying the games and emphasizing the knowledge and skills that we want the students to leave with.

Here are the games that I used in this lesson, with links to their pages on the Boardgame Geek. I'm sure a lot of other games that would be perfect for this lesson have come out since 2008 when I last assigned it, but reading up on these pages will certainly draw your attention to additional options. (Some titles have different names at BGG than the editions I used on the worksheet. They are essentially the same games.)

Deduction

Friday, January 6, 2012

Explorations in Creative Technology Projects

Here are links to two course portfolios I developed over the summer as I finished up my master's program. Both focus on inspiring students through creativity.

Explorations in Game Design and Game Activities in the Classroom - Two activities in this course project focus on ways I used game design in classrooms. One used Gamestar Mechanic in the math class and the other used some variations on my party game design in a Mythology class.

Technology Course for Alternative High School - This was a very ideal project I proposed over last summer. (Why does it only take a week of summer to become extremely idealistic??) The idea was to motivate students by focusing on their passion to create within their areas of interest. As it turned out, plans changed in my own district and I didn't even get to implement the more realistic version of this course yet. Some of the concepts have carried over into other technology projects I refer too in this blog.

Saturday, December 31, 2011

Top Resources in 2011

I started this blog in the summer as a way to highlight some resources I posted on Promethean Planet and to organize some other projects I knew would develop in the classes I'm teaching.

Of those on Promethean Planet, here are my most popular in terms of downloads.

#1: This or That? - This is based on my party game Take Your Pick. Being a great ice-breaker, most downloads for this activity took place in the weeks before and shortly after the start of school, but it continued to be popular for months. I am thrilled that so many teachers took an interest in it.

#2: Oh, Really! Back to School Edition - Obviously based on my Oh, Really! game, this edition was a last minute thought at the end of summer. Like the previous activity, this one took off in those weeks. Due to the title, it hasn't continued in popularity quite as much, but I think it is a great introduction to the original Oh, Really! classroom activity that can be adapted easily for any point in the year.

#3: Wits & Wagers - I'm actually counting the Life Science and U.S. History editions of this activity together as the #3 spot. As such, they actually beat out the Oh, Really! edition for downloads. The simple concept drew a lot of attention and I hope to create at least one more edition of this fun game in the early months of 2012.

As for lessons in class, the Interactive Holiday Game assignment drew more attention more quickly than any other. Some projects ended up on Promethean Planet and one of them had over 400 downloads by the time Christmas break reached most schools in the U.S. It was a lot of fun for many students who created the projects and for others who had a chance to play the resulting games. It also taught me some valuable lessons that I will highlight in my next post.

Thursday, December 15, 2011

The Holiday Games on Promethean Planet

They finally approved the first few games from the project I have been writing about. You can visit the author page here. I really think the students did a nice job with this first round of flipcharts. I will add more from the class in the days ahead.

I am working on a variation on this project for middle school students. We will create PowerPoint quiz games instead of ActivInspire flipcharts. Details to follow!


Tuesday, October 18, 2011

Halloween Classroom Game: Halloween Haiku


I put a holiday spin on my haiku creativity games.

Update October, 2013:  Here is a paper and pencil version of the game playable by groups of 3 to 6 players.  It works best for 4 or 5.  You'd need to print the three pages of cards for each group.

The Halloween Haiku Game was originally a presentation game meant to be played as a whole class. This will introduce some fun for a class as 3 - 5 creative students compete to write the best Halloween themed haiku. The class can vote for their favorite using Expressions.

Instead of having contestants, the teacher can select the criteria for the haiku at the end of a class period and students can write them overnight. From those, the teacher can choose five to present to the class for a vote.

The flipchart activity is here on Promethean Planet.

Here are all three of my haiku games.

Thursday, September 22, 2011

Fun Game for U.S. History

I originally uploaded the Wits & Wagers U.S. History flipchart activity on Promethean Planet, but have since moved it to my Dropbox for easy download. It includes 10 questions with fun facts drawn from well known moments from Columbus to the Civil War. It will be easy to create your own slides with similar questions related to the day's lesson.

If you don't have ActivInspire or a classroom response system such as Expresssions, you can easily adapt the concept to the resources you do have.

If you haven't seen the other Wits & Wagers flipchart yet, it's here with 10 questions based on Life Science facts.

And the Oh, Really! Government Edition is also worth checking out if you're looking for a good activity for discussion in a Civics or Social Studies course.

The original party game Wits & Wagers (and the spin-offs...and other great games) is a highly entertaining party game from North Star Games, so be sure to check out their website.

Saturday, September 3, 2011

Free Game Giveaway and Back to Work

There's a chance I'll move the free game giveaway to another site and extend it, but I'll still give a game to a winner as described in the original post. If you haven't entered, check it out. It is free and takes about 1 minute.

Work officially started this week, so that accounts for the lack of posts. It's been hectic, but I have remembered how much I love Jing the past few days. It is indispensable for the work I do communicating with text and images.

Beyond that, I'm working two to four technology classes this year, so I hope to have plenty to highlight in the weeks ahead.

I did put up an Oh, Really! flipchart for Christian education. I figure it will be my least popular on Promethean Planet, but I think it has value. A new, exciting project will be tested within the week and I hope to post it by next weekend. If it goes as well as I hope it should be a good series.

Monday, August 22, 2011

Back to School Game


I put up a flipchart for a back to school edition of Oh, Really! recently. It should make a fun activity for any teacher and class in the first days back. It has one slide relating to summer, one relating to the start of school and three for general discussion.

Teachers should consider creating their own words for this one to personalize it.

As always, find all my flipcharts here.


Tuesday, July 26, 2011

This or That? Game


This is a great game for the beginning of the school year. By playing just a couple minutes a day, each student will get a turn to be in the "hot seat". There they can express their preferences and get a chance to see how well the other students know them.


Donations are accepted
This flipchart game has been my most popular.  I hope you enjoy it!  If you find any resources on this blog useful, please consider donating $1 to $3.  Any money I receive this way will be used in my district to purchase resources for technology integration. I and my students greatly appreciate your support!  I would love to hear how you use the resources too.

Details for how to play are found in the flipchart, but essentially the student who's "it" draws some random pairs of words like "Talk" or "Write". The student secretly records which one most fits his or her personality. The class votes on which one they think will be selected.

The flipchart has two slides, one showing three cards and one showing just one card. I like to play it with three, but if you want a quick round or if you're playing with Votes instead of Expressions, the slide with one card works well.

Some possible modifications to the activity are:
  • Don't use Expressions or Votes. Just have students write their guesses down and the student who is "it" can tell them what he or she picked. One teacher in my district played this way and the class loved it.
  • Remove words pairs that don't work well with the ages of your students.
  • Make new word pairs about things that are specific to your school or community. Also, you can make words that fit what you're studying. How about a version based on the book you just read or on the social studies lesson you just completed?
The activity is loosely based on my party game Take Your Pick, published by SimplyFun. Since 2006 it has been one of their top selling games. I have played that card game with students for years and it has always proven to be very popular. In 2010 I created an expansion for the game called Take Your Pick II with Melinda Newcombe, an English teacher at the high school where I work.

Sunday, July 24, 2011

Nim and Ximo Games


When I was teaching high school math I often used the first two versions of Nim that are found in this flipchart. At the start of the school year I'd use them for filler if we had five or ten minutes at the end of a class. Some students loved them and would challenge me to games throughout the year. The simple tools in this flipchart make it quick to set up and easy to play.

The third version of the game is one that I created called Ximo. It hasn't been universally loved, but it is exactly what I wanted it to be--a variation that makes each game a new challenge.

Playing "One Brain Against the Class"
This could be a fun, ongoing way to play each day in an advanced class if you have Expressions for your students. It is suggested that the individual and the class each make one move a day as part of any other warm-up for the daily lesson.
  1. On the game setup, label the rows of the setup r1, r2 and r3. (If you're playing the Tactix game, label rows and columns.)
  2. The player who is taking on the class (which should probably be the teacher the first time) takes a turn as usual.
  3. For the class' turn, start a Text Entry question using Express Poll.
  4. Students can enter their move suggestion on the Expressions. No discussion allowed! For example, with the 3-row version of Nim if they wanted to remove two disks from row 2, they would enter r2,2. It's important that they use strict conventions on entering moves. See the note below for trying this with Tactix.
  5. After the vote, view the results. Remove the dots that were suggested by the most students. For example, if r3,4 was the number one response, take 4 dots from the third row. Again, students need to follow the exact format on entry so that the results are counted correctly.
  6. If there's a tie for the number one move suggestion you can either randomly select one or have the class vote on the tied moves using Express Poll again.
  7. Play until the individual player or the class wins.
Tactix is more complex for entering the moves. Label the rows and columns. Players will indicate which dots are removed by row or column number, then a number range for the dot(s) removed. To take the first three dots from column 1, for example, they would enter c1,1,3 (first column, dot 1 to dot3). r4,3,4 would take dots 3 and 4 from row 4 and c3,5 would be used to take just dot 5 from column 3.

Be sure to check out the entry at Wikipedia if you are unfamiliar with the game. Several other sites can be easily found that allow you to play online.

This one at Math.com has been entertaining.

Thursday, July 21, 2011

Split Decision Classroom Game for ActivInspire


This fun game about creating tough choices can be downloaded from here.

Overview
Three students will compete to create tricky decisions for the class to vote on. Each round a topic will be selected and they will pose two options to the class. For example, if the topic is Food a student might write, "Eat a whole onion or eat nothing for two days." The class will vote on which they'd choose and the student who wrote the decision will score depending on how evenly the results are divided.

See notes at the end about how this game came about.

How to Play
Pick three creative students to be the contestants. If you're playing the game in one sitting, they probably should sit at the frong of the class. Each of them needs a piece of paper and a pencil. You can go to page 3 of the flipchart and record the players' names on the Score page at this time.

The rest of the class will vote, so hand out the Expressions or Votes to them.

The game is played in three rounds.

Round Overview:
1) Draw a random prompt for the round. On the Decision screen (slide 2) you'll see 10 red dots at the bottom. Draw one or have a student draw one. Move the word to the black rectangle in the lower left so all students can see it. That's the topic for the round.

2) The three contestants now write a Decision based on that topic. Here are some details:
  • The Decision consists of two options and they have to make up the options.
  • The goal is to make the two options equally appealing in some way so that the class vote will be evenly split between the two.
  • Enforce a time limit if you think it will be necessary. Any student not done at that time must quickly write something
  • Two bad choices can be more fun and challenging, so you might want to require these kinds of Decisions. Alternatively, you can keep it open ended and let the contestants decide how they want to approach the topic.
  • When they finish, the students must pass their papers to the teacher. Before presenting them, read the submissions and be sure they're acceptable. Any student who wrote something clearly off topic or otherwise inappropriate should either quickly fix it (if that's reasonable) or have the Decision disqualified. In that case, he or she will score a 50 point penalty. (Points are not good in this game.)
3) Now mix the Decisions so the class does not know who wrote each one and perform the following steps for each:
  • Read the two options from a contestant. It is important that from this point on the class does not discuss the options. Some reaction will be inevitable, but comments and conversation need to be limited.
  • Write them on the board with one option in the A box and one in the B box. If they are long, wordy options, you might want to just summarize them when putting them in the boxes.
  • Start the vote and and have students select one. In every case, the students must pick one even if they'd like neither. Encourage them to choose the best or the one that's least bad. If a few students take too long to vote you might choose to stop the vote early for the sake of time.
  • After the vote, view the results and score the Decision for the contestant accordingly. The score is the positive difference between the percents (rounded to a whole number) of students choosing A and B*. So, for example, if 37% chose A and 63% chose B, you'd take 63 - 37 to get a score of 26 points for the contestant. Always subtract the higher minus the lower so the scores are positive. Remember that a 50-50 split is the ideal, which means the student would score 0 points. So low scores are best.
  • Record the score on the paper next to that Decision. Repeat step 3 for the other two Decisions.

4) Go to the Score page and write in the Scores. After round 2 and 3, total up the scores so far.

For round 2 and 3, return the papers to the contestants and repeat the above steps.

The game ends after round 3. The player with the lowest score wins. If there's a tie you can choose to have a tie breaking round between the tied players or you can just allow multiple winners.

Some example Decisions
  • Meet Shakespeare or Meet Edgar Allan Poe?
  • Get a great job with low pay or Get a dull job with good pay?
  • Write an 8-page report for Science class or Read a 200-page novel for English?
  • Camp alone at the South Pole or Camp alone in the middle of the Sahara Desert?
  • Witness the signing of the Declaration of Independence or Hear the Gettysburg Address?
Notes
This game was born out of an activity that I did with a group of students in a Mythology class. We were making a different game that posed two choices and I noticed how challenging yet fun it could be to create balanced options. When thinking about activities that used the Expressions or Votes, a class vote seemed like it could be a great way to test the students' creativity.

*Years ago I read over the rules to a game called Ostrakon. I have never played it, but I know the goal is to pose a balanced philosophical question to the other players. As I said, I came up with my game from a different direction, but I don't know how much Ostrakon influenced my thoughts. So I want to mention that game since people who enjoy Split Decision might want to check it out.

Please let me know if you have any comments or suggestions for Split Decision!

Oh, Really! Games for the Classroom


I made the game that became Oh, Really! about ten years ago. It is based on the simple idea of ranking random items in order of importance. You can learn a lot about people by seeing how they rank things and that's where the fun of the game comes from. Do I know my friends as well as I think I do? Do they know me?

When I was teaching, I used the game as a warm-up activity for lessons on priorities and goals. The students loved it. During game club or when we had some extra time at the end of the hour we would play the card game too.

The Games for Promethean's ActivClassroom
When I saw the Sort in Order questions in ActivInspire for the Expressions, I knew right away Oh, Really! would work well as a flipchart activity. I put together the first version in the summer of 2010 and posted it. It contains all 200 cards from the game. (Permission was granted from the publisher, Find It Games, to use the artwork in these flipcharts.)

The original Oh, Really! game for the classroom can be downloaded here.

More recently I started doing the editions for specific classes. Each of these have sets of five pre-selected items that fit well with the indicated courses. Most words are straight from the original game, but some are modified to work best for the subject matter.

Oh, Really! game for Government class
Oh, Really! game for Family and Consumer Science classes
Oh, Really! game for Vocational and Career classes
Oh, Really game for Speech and Debate classes

All my games and activities for flipcharts can be found on this page.

And if you or some of your students are interested in the story behind how the game was created, I have an article here about how the original game grew from an Einstein quote to something played the world over.

Games and Activities for Promethean's ActivClassroom

I started this blog to highlight my games and activities that I'm posting at Promethean Planet. As they develop and as I create more of them, I will want a central place to present information. Other learning activities and creations will likely show up here as well.

For now, here is my author page at Promethean Planet:
http://www.prometheanplanet.com/en-us/Search/resources/?Author=1005530

Most of the activities are based on my party game Oh, Really!, published by Find It Games. I created some versions that can be played in the Government classroom. Also, there are some tailored toward Speech, Debate, Vocational Skills and Family/Consumer Ed.

I also have two activities based on a Haiku game that I made. One of them would work well in a Mythology classroom.