Directions for All Learning Games

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Directions for All Learning Games arni Le n g g S n t Game Directions o o r r t e for Strong Learning Centers® & Tiger Tuesday® S ™ Learning Resources Play and Learn Games by Dr. Linda & Dr. Al Fill-the-House Lotto Games (Play with house boards and their window cards.) ............................... 2 Card Games (The following 5 variations are played wih the same deck of cards.) Crazy Eights ................................................................................................. 3 Memory ........................................................................................................ 4 Old Maid ...................................................................................................... 5 Go Fish .......................................................................................................... 6 War ................................................................................................................ 7 Spelling Showdown (use with Tiger Tuesday letter flash cards) ...... 8 Word Lists for Spelling Showdown .......................................................... 9 Reading Race Card Game (use with Tiger Tuesday lotto window cards) ... 10 Note: As learning while having fun is the ultimate goal, adults or older children should help younger or struggling players as necessary. As most games have alternate rules, use variations or modify rules as appropriate. Designed by Linda Silbert, PhD & Alvin J. Silbert, EdD, all games are research based. © 2012-2016 Strong Learning, Inc. • 845-628-7910 • [email protected] © Strong Learning, Inc. Tiger TuesdayStrongLearningStore.com® Learning Games • •StrongLearningStore.com TigerTuesday.com • TigerTuesday.com 1 MAKES L NG EA NI R R N A IN E G L H G A Fill-the-House Lotto Game N P O P R E T N S Object: Players try to be the first to correctly fill all the windows on their houses. ™ Learning Resources Contents: 12 house boards, 48 window cards by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen. Directions—2 -12 Players 1. Shuffle and deal the same number of “house” boards to each player (from 1-6 boards, depending on the age and number of players). Place unused house boards and their associated window cards aside. Shuffle the “window” cards and place them face down in a deck. 2. The first player picks a window card from the deck, covering the answer on the card with their thumb, and says aloud what is written in the center of the card. Either alone or together, players decide which “house” (family) the window card belongs to. Place the card on the correct house board (which may be in front of another player). Checking the answer on the window card is a good idea to be sure it’s on the correct house. (Soon they’ll know the answers and won’t need to check.) 3. Play continues clockwise around the table, with each player taking turns drawing and reading the window cards aloud. 4. The player who is first to correctly fill the windows on all their houses is the winner. Directions—1 Player 1. Shuffle the house boards and place them face up on the table. 2. Shuffle the window cards and place them in a pile face down. 3. Use a timer to see how long it takes to correctly fill the windows of all the houses. 4. Record the time. 5. Reshuffle house and window cards and play again, each time trying to correctly fill all the houses faster than the time before. Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H G A N P O P R E Crazy Eights—Card Game T N S ™ (Object: Players try to be first to discard all of their cards. Learning Resources by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen. Directions — 2 or More Players - Crazy Eights with Phonemes 1. Set aside the “Old Maid” card. Keep “Wild” cards in the deck. 2. The dealer shuffles the deck and deals 5 cards to each player. The remaining cards are placed face down in a “draw” pile. The top card from the draw pile is turned face up to start a “discard” pile. Each player removes any matching pairs and places them on the table. 3. The player to the dealer’s left starts play by looking at his or her hand to see if he or she has a card with a word that includes the phoneme on the top card of the discard pile. If the player does, he or she selects the card, reads the word on the card, and places it face up on the discard pile. Play continues with the next player. If the player does not, the player continues drawing cards from the draw pile and places them in his or her hand until he or she draws a card with the matching phoneme. When the matching phoneme is drawn, the player reads the word on that card and places it face up on the discard pile. In addition, if any of the cards picked up match a word in his or her hand, the word is read and the pair is placed on the table. 4. During any turn, a Wild Card may be placed on the discard pile face up. The player then says, “I’m changing the phoneme to ____,” to change the play to favor the phonemes in his or her hand. The player then discards one card with that phoneme. Play continues with the next player. 5. When all cards are drawn from the draw pile, reshuffle the discard pile, turn over the top card and continue playing. 6. The game continues until one player has no more cards in their hand, either by discarding his or her final card or drawing a pair of the last card in his or her hand. This player is deemed the “winner.” Note Crazy Eights can be played with any decks that contain wild cards. Matches In most games, the same words are a match. In the VCE game, a match is the word and the same word ending with ‘e’, e.g. hop and hope. (Refer to the Word List Card to see all matches for that deck.) Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H G A N Memory—Card Game P O P R E T N S Object: Players select matches from overturned cards—by chance or by ™ Learning Resources remembering their locations. The player with the most matches wins. by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen. Directions — 2 or More Players 1. Set aside the “Old Maid” card. Place other non-playing cards face up on the table to be referred to as needed. Shuffle playing cards. 2. Place all playing cards face down in the center of the table. Initially, begin with rows and columns. 3. The first player turns over two cards in place. The player reads aloud the words on both cards. If the cards match, the player moves them to his pile and goes again. If the cards do not match, they are returned face down in the same place and the turn moves to the player to the left. 4. The game ends when no more cards are face down on the table. 5. The player with the most matches wins. Notes: One Player. When playing alone, use a stopwatch and try to find all matches in the least amount of time. Young Players. For young children, put fewer pairs face down on the table. Also, be helpful as appropriate. Matches. In some games, the same words are a match. In other games, different cards are a match. (Refer to the Word List Card to see all matches for that deck). Examples of matches: • In most games, the same word or phrase on both cards • In the VCE game, “hop” and “hope” • In the Compound Words game “cup” and “cake” • In the Homophones game “beet” and “beat” • In math games, cards with equal values, e.g., “6x6” and “36” or “12 inches” and “1 foot” Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H G A N Old Maid—Card Game P O P R E T N S Object: Players try to get matches while trying to avoid being ™ Learning Resources the last player to hold the Old Maid card.
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