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Teach Through Games: Linkology

2 Oct

LinkologyAge level: Upper Elementary, Middle School

Description: My students and I have been loving this card game that works on linking important science concepts. In this game, you match photo cards with fact-based cards to create connections. There are three versions of the game: Human Body, Animal, and Solar System. I have played both the Animal and Solar System versions. The game also includes an easy-to-use self-check answer key so that learners can be sure they are linking science facts correctly. You can click here to see a brief video tutorial.

Skills & Modifications: The game is very easy to modify to meet you learner’s current skill level. You can simply remove the cards that your learner is not prepared to play with. As the learner gains competence with the game, you can begin to add in other cards. For example, with the Solar System version, you may remove some categories that your learner is unfamiliar with: such as dwarf planet, gas planet, and rocky planet. You can systematically increase the scope of the game as your learner becomes more knowledgeable about the topic.

The other modification I make is changing the way the cards are organized. The instructions state to place your card atop the previously played card. Many of my learners can play well with this organization, but some play better when all cards are visible. For these learners, we line up the cards as pictured below so the links are visible instead of covered with each turn.

linkology1

An example of all links showing instead of stacked.

No matter how you organize the game, it can be used to practice many skills, included those listed below.

  • Class/Feature – This game requires that learners practice higher-order thinking related to identifying the class (or category) and features of many science concepts.
  • Scanning – Learners must scan images and science vocabulary words in order to correctly place a card and complete their turn.
  • Critical Thinking – This is a great game for practicing critical thinking skills. It allows learners to practice making connections between scientific concepts, but because it has visual and textual cues built into the game it’s possible to play with a wide range of skill levels.
  • Science Vocabulary – This is fun way to practice vocabulary skills related to the scientific topic of the version you are playing: human body, animal, or solar system. It introduces multiple turns and allows for lots of practice in using those terms appropriately.

Pros: It’s difficult to find quality games that practice science skills, so I’m especially excited about the Linkology series!

Cons: None. I only recently discovered this game, and it has quickly become one of my favorites.

Cost: $9.99 You should invest in this game if: you have a learner over the age of 8, you are a parent seeking games to practice academic skills during summer and breaks, or you are an elementary school or science teacher seeking fun ways to practice skills.

ABLLS: A10, B18, B19, C38, C39, G29

VB-MAPP: LRFFC 15, VP-MTS 14

Teach Through Games: Dweebies

3 Sep

dweebiesAge level: Early Elementary, Upper Elementary

Description: I have yet to meet a student who hasn’t fallen for Dweebies. The cards are entertaining to look at, and while the game is simple to play it involves strategy that allows for critical thinking and high-level observation skills. Players take turns playing cards in a grid format. If a player lays down a Dweebie on a row or column in which the same Dweebie is the other end, that player gets to pick up the entire row or column of cards. The goal of the game is to collect the most cards.

Skills & Modifications: I use these materials without actually playing the game to work on basic skills with early elementary students. I find it especially helpful with K-2 students who need assistance with Pre-K skills such as matching, but need more age-appropriate materials. I play the game as designed for older students. As designed, the game naturally practices higher order scanning skills and problem solving. Some students have difficulty fanning out their card and holding them in their hand. If your student struggles to hold cards in his/her hand, you may want to use a cardholder, such as this one.

  • Expressive Language/Feature – I love using these cards with kindergartners and first graders to play “Tell me about” or “Let’s talk about.” There are many details for each Dweebie, so it’s a great tool for describing a variety of features of the Dweebie pictured.
  • Alike and Different – Students have to determine how two pictures of Dweebies are alike and different. They can compare the color of the Dweebie, whether or not it’s wearing a hat, or notice that one is holding a fishing rod while the other is holding a violin. It’s also good for working on student understanding  of words such as “all” and “some.” For this I’ll lay out 3-4 cards and ask the student “Tell me one thing ALL the Dweebies have in common.”
  • Matching – This is also a great resource for practicing matching with older students who are still struggling with the skill. You can introduce it in a field of three and ask them to match one card or you can make it a game of Memory with 10-20 card turned facedown. Just be sure that you pulled out the right number of matches!
  • Scanning – This game requires higher order scanning skills, because the students has to scan his/her own cards, the cards on the table, AND the placement of the cards on the table. For some students I have them place their own cards face up on the table in front of them, and I help them through minimal prompting scan each area and make decisions about what card to place.
  • Problem Solving – Students have to use their scanning skills and solve the problem of where to place a card to be able to pick up the most cards. For some students, I have them think out loud to describe each step of how they are making their decision. This way I can help correct any errors in their problem solving strategy. There is some strategy based on trying to find the longest row or column of cards that you can collect, but there is also strategy in keeping track of the number of dots in the corner of each card, which indicates how many of that Dweebie are included in the deck. For some students I also create a sign with steps for problem solving:

dweebies problem solving

Pros: The cards are highly motivating. It’s easy to use the materials for a variety of skills. It’s also easy to modify it based on your student’s needs.

Cons: For students who struggle with maintaining attention, this may not be the best game. Some students are motivated to see what card will be placed next, but others need a more interactive element in order to maintain attention and get good practice at key skills from playing the game.

Cost: $9.99 You should invest in this game if: these materials would be motivating for your students and you aree looking for a  game for playing with siblings and peers because it’s easy to modify it for each player.

ABLLS: A10, B5, C55, G16, H40, K15

VB-MAPP: VP-MTS 5, VP-MTS 6, VP-MTS 8, Listener Responding 9

Teach Through Games: Fitz It by Gamewright

15 May

Fitz-It-AllAge Level: Early elementary, Upper elementary, Middle School
Description:
This is a small card game (really, the cards are tiny!) in which players have to name objects that fit the descriptions on their cards and play them in a grid pattern. Cards include phrases such as “Comes in a variety of colors,” “Made with fabric,” and “Edible.”
Modifications:
This game is incredibly easy to modify. Upper elementary students will enjoy the challenge of arranging the cards in a grid pattern to name objects that fit more than one card, but you can also play the game with younger kids by having them draw one card and name objects that fit that description. (Such as, how many things can you name that “Can be rolled up.”) With some students, I structure an increase in difficulty by then pulling out two cards, so they have to come up with objects that fit both criterion, such as “Often has a logo on it” and “Made with plastic.”
Skills:
Class, Feature, Function, Expressive Language, Intraverbal Conversation, Prepositions
Pros:
This is one of my favorite games. As mentioned above, it is very easy to modify. It also allows you to focus on working on expressive language and recall skills in an age-appropriate way for older students. The game offers a lot of potential for increasing complexity over time, and it is easy to play with two or more children of differing skill levels.
Cons: The only con I have is that the cards are tiny, and some of my students do struggle with picking them up and grasping them.
Cost: $10.00 Should I buy this? Yes! This is a game you could make yourself, if you didn’t mind spending dozens of hours doing so. It’s a great price for a tool you can use in multiple ways with a wide range of students.
ABLLS:
VB-MAPP: LRFFC9, Intraverbal15

Teach Through Games: Build A Robot

19 Jan

robot-spinner-gameAge level: Preschool, Early Elementary
Description: This game contains four puzzles that create robots. Each body part is numbered 1-5 and each robot has a tool (such as a hammer.) There is a spinner with 1-5 and tool as choices. Kids are trying to build their robot the fastest, based on what body part they land on with the spinner each turn.
Modifications: You can easily modify this game. During the set up of this game I will practice sorting skills by having students sort the body parts into groups. You can remove some of the choices (so, for example, there are only two choices for a robot head instead of four), make it just a puzzle instead of a game, remove the spinner and simply take turns building your robot, or turn it into a listening game where the students has to choose the body part you are describing. For students who are higher functioning, after we have built our robots, I will ask them what they think the functions of different robot parts are. For example, what would be the function of having three feet compared to having tractor wheels.
Skills: sorting, labeling body parts, describing how things are alike and different, taking turns, accepting losing your turn (since one of the spots on the spinner is “Lose A Turn”
Pros: You can practice several different types of skills simultaneously. Kids are typically motivated by choosing how to make their different or silly. Simple to play.
Cons: I can’t think of any cons for this game.
Cost: $20 Should I buy this? This is another game that I feel is well worth the money.
ABLLS: B14, B19, C21, C44, C46, G5, G12, G13, G22, G28, J1, J2, J3, Z4
VB-MAPP: Tact 5M,Tact 11M,  VP-MTS 2M, VP-MTS 5M, VP-MTS 7M, Play 6M, LRFFC 9M

Teach Through Games: Hedbanz

16 Dec

headbanzAge level: Preschool, Early Elementary, Upper Elementary
Description: To play this game, each person is wearing a headband with a picture stuck in it. The other players are giving them clues about what the picture is. Points are assigned differently based on the variation of the game you are playing.
Modifications: While I have used the Hedbanz game, many teachers will tell you they’ve been playing variations of this game before it was manufactured for the money. I  usually just hold up a picture to my forehead and ask the student to give me clues. Then we trade turns. If the student is able to play the game without pictures, I will vary the game to “I’m thinking of…” In this game I will typically start with the category, such as “I’m thinking of an animal.” The student then guesses or asks for another clue. The game can progress in difficulty based on your student’s skill level. For example, for older students, you could have them guess which famous person from history in on their card.
Skills: Expressive language, LRFFC, intraverbal conversation (i.e. responding to someone asking for another clue, responding appropriately if someone guesses incorrectly,) turn-taking, building from previous information (i.e. remembering the first two clues after receiving the third clue.)
Pros: The game is easy to modify based on your student’s skill level. If you are teaching LRFFC one by one, you can test for generalization by playing this game just with mastered targets. And for parents, you can play “I’m thinking of” anywhere: in the car, while standing in line, etc.
Cons: Some students with autism or other delays will not tolerate the headband being placed on their head.
Cost: $20-$25 (depending on the version) Should I buy this? Probably not. All you need to play this game is pictures of different objects. There is no reason to spend the money for a game that you hope will evolve past the use of pictures to the “I’m thinking of…” game described in the modifications section above. (I promise it’s not just my extreme distaste for deliberately misspelled words that makes me recommend against this purchase!)
ABLLS: G13, G15, G16, G17, G23, G24, G25, G34, H7, H8, H9, H11, H12, H14, H16, H17, H18, H36, H37, J11
VB-MAPP: LRFFC 15M, Intraverbal 11M, Intraverbal 12M, Linguistics 13M

Teach Through Apps: Lil’ Red

16 Dec

lil-redAge level: Preschool, Early Elementary
Description: This ipad app is a little pricey, but really worth it. It’s a unique interactive illustration of the story of Little Red Riding Hood. While it has music and beautiful images, it does not have any words.
Modifications: I sometimes use this app for listening skills instead of for telling a story. So I may tell the student to “touch the apple” or “find the bird.” For a student functioning at a higher level, I may ask them to “find an animal” or “show me something that grows from the ground.”
Skills: Identifying problems and solutions, summarizing a story, describing pictures, tacting (labeling) items, recalling a story you’ve heard before
Pros: I love working with children on this app. Children seem to particularly enjoy the aspects that are interactive (such as touching a bird to make it fly, or touching the wolf to see what he is thinking.) It also demonstrates some of the basic skills for comprehension without requiring reading.
Cons: Some of the artistic choices are not as intuitive as I would like. You should definitely look through it on your own first so you can prepare what questions you would want to ask your particular student or child, and so you can prompt your student or child with what parts of the screen to touch to get the full “cause and effect” aspect of the app.
Cost: $3.99 (available in itunes) Should I buy this? As a teacher, I find it valuable because I use it for many students. As a parent, it really depends on how much use you will be able to get out of it. I think it is unique and interesting. Occasionally, it goes on sale, so it may be one you want to watch before shelling out four bucks for a single app.
ABLLS: C10, C14, C19, C37, C38, C39, C43, G4, G12, G15, G16, G17, G35, G40, G47, J1, J2, J3, J4, J13, J18
VB-MAPP: Tact 5M, Tact 6M, Listener 5M, Listener 10M, LRFFC 10M, Intraverbal 13M, Intraverbal 14M, Linguistics 15M