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Game Tips on How to Apply The FunTeaching Way

(CLICK HERE FOR A BINGO CARD)

 

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.

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