To spice up a review activity, students were put into teams. Individuals from each team were mixed into different groups. In these groups, they took turns answering the review questions. If someone answered the question incorrectly, they had to approach Boom Blast Stix and place a piece. The team whose member placed the piece that caused the stix to explode earned a point for their team. (The goal was to have the least points - like golf.)
Students’ anticipation was high and there was a collective catch of breath once several stix were placed and someone was about to place the next one. The slight twist on reviewing made it more enjoyable for the students. There was a positive energy in the room.
As I circulated the room, their engagement with the task seemed heightened, too. Part of that, I think, was the structure of the game. By giving the point to whoever caused the stix to explode, those students who might not fare as well were more at ease. Someone who put only one piece on to the stack could be the one to cause the explosion. This resulted in an even distribution of students who caused their team to get a point. The students who might get the most items incorrect didn’t cause any more points for their teams than those who got the fewest incorrect.
Everyone had a chance in this game. No individual was put into a situation feeling so far behind that quitting seemed an option.
As I continue to look for ways to incorporate games into the classroom, I’ll keep this structure in mind.
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If you have used games to help engage students, or, if this post has generated some thoughts of your own, please share in the comments. I would appreciate hearing from you.
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