called upon must describe the subject
with a descriptive adjective beginning with "A". The second, third, and
fourth, etc., adding to this description by using adjectives beginning
with the letter "A". This continues until the adjectives beginning with
the letter "A" have been exhausted. Then the letter "B" is used and the
game continues. It is well to change the subject after every fourth or
fifth letter. This is a good game for adding to the vocabulary of the
pupil. A little fun can be had by using, instead of an historical subject,
one of the pupils of the room for description.
Store
The pupils of each aisle constitute a team. The one in the front seat in
each aisle is Number 1, the one behind him, Number 2, etc.
The teacher has a number of cards upon each of which appears a letter
of the alphabet. The teacher holds up one of these letters so that it can
be distinctly seen by the pupils. Number 1 of each aisle must name
some article sold in a grocery store, beginning with the letter held up by
the teacher. (For example,--the teacher holds up the letter "F"; Number
1 of the second aisle calls, "Flour"). The pupil first naming an article of
that letter is given the card containing the letter. The next card held up,
the number 2's of each team are to name the article, and likewise the
winner to be awarded the card. The aisle having the most cards at the
end of the game wins.
The letters can be written on the blackboard if the cards are not
available for the game and points awarded to each winner. The game
can also be used with birds, animals, and other subjects in place of
articles sold in a store. This is a good game to stimulate quick thinking.
Distinguishing Sounds
This game is good training for the ear. Various noises, such as the
shaking of a pebble in a tin can, in a wooden box, in a pasteboard box,
in a large envelope; knocking on wood, on tin, on coin (as silver dollar),
on stone, on brass, on lead,--are made. The pupils are allowed to guess
just what the noise is caused by.
Laugh
This is a good relaxing game and one in which the practice of self
control is a factor. An open handkerchief is tossed into the air. While it
is in the air the pupils are to laugh as heartily as they can, but the
instant the handkerchief touches the floor, all laughing is to stop.
Guessing Dimensions
The ability to measure with the eye is well worth cultivating. Each
pupil is to guess the distance between various points indicated on the
blackboard, the height of a door, the width and the height of a school
desk, the height of the schoolroom, the thickness of a book, etc. Each
of the guesses is written on a slip of paper. The pupil with the best
guesses wins.
Mysterious Articles
An article is concealed under a cloth on the table. Each pupil is given
an opportunity to feel the article through the cloth and guess what it is,
educating the sense of touch.
Distinguishing by Smell
Various articles invisible to the eye, with distinctive odors, such as
vinegar, rose, mustard, vanilla, ginger, clove, tea, coffee, chocolate,
soap, etc., are placed before the pupil. The one able to distinguish the
largest number of articles by the smell, wins the game.
Art Gallery
Pictures of a number of famous paintings by the masters are placed on
exhibition. The pupil guessing the largest number of masters and titles,
of the various pictures, wins.
Drawing Animals
The teacher whispers in the ear of each pupil the name of some animal,
whereupon the pupil proceeds to draw that animal, each pupil being
given the name of a different animal. Drawings are made and put on
exhibition. All try to guess as many as possible of the animals
represented in the drawings. The drawing securing the largest number
of correct guesses wins for the artist.
Historical Pictures
A long sheet of paper is given to each pupil, with instructions to draw
thereupon a picture representing some historical event. After
completing the drawing, each paper is passed about the room. Each
pupil writes underneath the picture what he thinks the picture
represents. His subject is folded under, so that the next pupil to receive
the picture cannot see what his guess has been. At the end of the game,
the picture having the largest number of correct guesses wins.
Train of Thoughts
A word is suggested by the teacher. This is written at the top of a sheet
of paper by each pupil. The pupil then writes beneath that word various
thoughts that are suggested to
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