This
is a fun, motivating, and stimulating way to
reinforce vocabulary and facts so that the
information presented stays with the student for
a long period of time.
The
teacher forfeits one day a week out of a
one-month lesson plan to apply The FunTeaching
WayTM. Most likely, the
teacher will discover that it is easy to replace
some things he/she is already doing with The
FunTeaching WayTM. The teacher will
accomplish the SAME objectives, but in a
DIFFERENT and MORE EFFECTIVE way.
Consequently, the four days given up
won't cause the teacher to be behind at the end
of a one-month period.
Goals
for the teacher:
a.
First, provide the teacher with a software
paper-management tool for club and/or
Cooperative Job Placement.
b.
Second, to educate the teacher on the
versatility the games can offer by incorporating
them into your monthly plans.
c.
Third, to inform the teacher of the usefulness
of the "print options" feature found in all the
software games.
d.
Fourth, to raise student self-esteem by offering
different ways to play so that ALL students
participate--the smartest and quickest kids will
not be the only ones to succeed when applying
The FunTeaching WayTM.
When applying The FunTeaching
WayTM, no child is left behind.
e.
Fifth, to give the teacher ideas on how to
maintain control while the students are so
excited about playing these games.
f.
Last, to provide the teacher with two easy
substitute teacher lesson plans.
Goals
for the students:
a.
The FunTeaching WayTM provides a fun,
easy, stimulating, and motivating way to learn
vocabulary, facts, and other lessons that your
teacher wants you to learn so that you will
obtain outstanding grades in their class.
b.
Besides studying, doing worksheets, other
assignments, and taking tests, learning will
take place through repetition. This repetition
will occur when playing a computer game with the
whole class. You will also play Bingo with the
class. You will learn because it doesn't feel
like you are learning--or working--or studying.
It's fun!
TEACHER
NECESSITIES:
1.
Request a PO for D.O.R.O.T.H.Y.TM to
keep you organized and allow you to do what you
really want to be doing . . TEACHING.
2.
Request a PO for at the least one
FunTeaching.Com game to help your students learn
YOUR material. (If you have purchased
one of the three FunTeaching games that allow
you to enter your own curriculum, you must first
create your categories, questions and answers
and enter them into the game.)
3.
Obtain 20 handheld whiteboards or chalkboards
and 20 WIDE tip markers. (A stack of
printer paper or laminated white poster boards
can be substituted for the boards.)
NOTE: You only need 4
boards for The FunTeaching Game and other
ready-made and **curriculum-based
site license games containing 120+ questions.
An alternative for these games is to use
the Team Responders (lighted buzzers) from
Zeecraft
Tech.
4.
Distribute a *comprehensive
study guide to each student. To do this, go to
the print options screen and print a study guide
of the questions and answers. Make copies for
all students. (These study guides will
print alphabetical by answer.)
BEGINNING
TO PLAY:
WEEK
ONE: Study and Play the Game
1.
On the first day of your lesson, hand out the
study guide to each student to study for
homework. Let them know you will be playing a
game on Friday. You could even give them a few
minutes of study time at the end of, or during
class everyday. They should study using their
study guides during this study time.
(If you have a site license game
such as Marketing Madness or Accounting Antics
loaded in your lab, they could study that
instead of the study guide during class.)
Or, incorporate your own ideas into
this study time.
2.
A day or two prior to playing, organize the
students into teams of two or three based on
your
class size. (NOTE: If you have 20 students or
less in any given
class, you do not have to form teams because you
can track 20 different scores with the
games--with the exception of The FunTeaching
Game, Marketing Madness, Accounting Antics, and
DECA Quia Bowl game. For those games, you must
have much larger teams because these games only
track 4 different scores--not 20 different
scores.
3.
Inside the software name the teams on the "Point
Screen". NOTE: You can
duplicate the game folder--a new game folder for
every class that will be playing, after you have
created the game and inside each separate folder
set team names. This will allow you to
open each class's game folder and name ALL class
teams ahead of time.
4.
On game day, have students sit with their
teammates.
5.
Distribute a whiteboard and wide marker to each
team.
6
Play the game by having the students take turns
selecting categories and point values. You will
get
through
most of the 50 questions in one normal 50 minute
period. WARNING: They tend to
really think about which category they want to
select and this DOES take-up valuable class
time; consequently, you may decide you want to
be the one in control of selecting categories
and point values.
7.
Click on a point value. That will take you
to the "Question Screen". Read it
aloud and YOU choose the time you want to give
ALL teams to discuss with their teammates and to
write down their answers.
8.
When you feel time is up, say, "Boards
Up!". After all boards are up, tell
students to keep them up. Click to the "Answer
Screen". Read the answer
aloud.
9.
Go to the "Point Screen" and click a plus for
EVERY team the was correct. (These scores
will remain until you reset them.
Make your rules ahead of time such
as if you want to click minuses for wrong
answers. Suggestion: Give points to right
answers; zero points for wrong answers and
subtract points from teams that don't even try
to answer--this method of scoring will increase
participation.)
WEEK
TWO: PLAY BLACKOUT (fill in the whole
card) BINGO
(This
is an EASY lesson plan to leave for a
substitute.)
1.
Cut all the questions and answers from one of
the comprehensive study guides into strips.
(Keep the question and answer together. You will
end up with 50 strips.) Put them in an
envelope.
2.
Hand out A Bingo card with 24 empty
boxes--except for the free space (5 squares X5
squares). If you don't have a bingo card, you
can print one at www.FunTeaching.Com.
(CLICK
HERE FOR A BINGO CARD)
3.
Have the students get out the comprehensive
study guide you previously passed out to them.
Have them write down 24 of the 50 "Answers" off
the study guide and put these answers onto the
Bingo
card.
They should complete all boxes on the bingo card
with answers. (Keep them moving them along
until the bingo card is complete. Several tend
to take their time doing this.)
4.
The teacher or the substitute should draw one
cutup strip from the envelope and read
the
"Question"
aloud. As a group let the students
call out the "Answer" to the question. If
you prefer to have them raise their hand to give
their response. (Student should cross out a
square if it contains an answer that matches a
question that was read. )
5.
Set each strip out flat and face-up after it is
read. You may need to refer back to
it.
6.
Continue to draw and read until a student fills
their whole card and yells, "Bingo".
It takes the whole hour, and you
will not have more than 2 or 3 Blackout at once.
Quit after the first blackout.
Check their card against the strips
you have read.
WEEK
THREE: Another EASY Sub
plan
1.
Go to the "Print Options" screen and print out a
comprehensive test of all 50 questions and
answers--but use it as a worksheet--not as a
test. Make copies and pass them
out.
2.
Have the students use their Comprehensive Study
Guide to cross-reference questions and answers
in order to complete the "worksheet".
NOTE: Some students can finish
this in 25 minutes, so you need to have a little
something else to fill their time. Other
students may need to take it home for homework.
Collect it, immediately, from the ones
that finish so they don't let other students
copy their work.
WEEK
FOUR:
1.
Play the game again. Follow the instructions
under week one. (Preferably on a
Thursday)
2.
Test the students.
a.
Print out another comprehensive test and key.
You can choose to only test on 25 or 33 of
the 50 words if you wish. (This helps with time
spent grading it.)
b.
Also, print out the "Answer Choices" to give to
the students while they take the test. This
turns the test into more or a "matching test".
You may want to print all 50 answer
choices to make the test a little
harder--especially if you are only making the
test a 25 question test. Make copies
and pass both out.
c.
Give the test. (NOTE: It is easy to print
a 2nd make-up test in a different order once you
pass back the test. This way students who were
absent for the original test will take a
different test!)
START
A NEW GAME FOR YOUR
NEXT UNIT. START
OVER BY PRINTING A
NEW COMPREHENSIVE STUDY GUIDE
FOR THE NEW
UNIT.
*Comprehensive
study guides are found in all 20 and 50
questions games. Games that contain 120+
questions must print category study guides,
instead.
**Curriculum-based
site license games include The Marketing Madness
Game, The Accounting Antics Game, and The DECA
Quiz Bowl Game.