Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 31

MaGIC: Motivate Games Increase Competences

Școala Gimnazială I.L. Caragiale- Sibiu

MATHS

(Turkey)

Function Mathematical operations

resolve the difficulties regarding the number operations with oryantring


game

Aim

M.4.1.2.2. Estimates the sum of two natural numbers and compares the

prediction with the result of the transaction.


Cross curricular

M.4.1.3.4. Solves problems that require addition and subtraction with natural

numbers.
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

M.4.1.4.6. Solves problems that require multiplication with natural numbers.

M.4.1.5.6. Solves problems that require at least one division with natural
numbers.

10-11 years old

Age

Pontoon, activity map, paper

Materials

Classroom or garden

Place

40 minutes
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Time

Sample map attached,

According to the working paper prepared, the pontoons are prepared in the
classroom or in the garden. 2 students come to the starting line. There are
blue and yellow cards in the field. The students on the starting line start the
game by choosing color. They go to the number on their papers. Students
who come to the finish line by

Explanations completing the operations in each pontoon will finish the game. Each student
is allowed to play the game.

Sample;
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

MATHS
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

(Turkey)

Function 3D Shapes

identify geometric shapes and determine their properties

Aim

M.4.2.1.1. Names the edges and corners of a triangle, square, and rectangle.

Cross curricular
M.4.2.1.2. Specifies the edge properties of the square and rectangle.

10-11 years old


MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Age

Worksheets

Materials

Classroom or garden

Place

20 minutes

Time

In line with the teacher's instructions, the students unite to become the shape

their teachers say. The aim is to be involved in a form, not to be exposed.

When the teacher says triangle, the students unite into three people and hold
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

on their shoulders and take the shape of triangle. When the teacher says

squared, the students become 4 people and stand in the shape of squares.

When the teacher says circle, the students become 5 people and stand in a

circle. In line with the instruction of the teacher, the students take the form,

Explanations and the student who is left out of play becomes out of play. The game

continues until three people remain.

SCIENCE

(Italy)
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Function The State Of Materials (solid-liquid-gas)

This is a game to check learning outcomes and competences

Soft skills: team building - respect of the rules - collaboration - coordination

Aim Aims: read and understand questions

summarize and write answers

knowledge of the state of the materials

associate the correct words to the pictures

recognize the materials in different states

Main subject: Science

Cross curricular

- English (CLIL)
- Math
- PE
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

According to the national curriculum, this game is for 7-year-old students.

Age

QUESTION CARDS, Pens, Papers. GADGETS?

Materials

School yard, or in case of bad weather, the school (all the spaces).

Place

1 hour

Time
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

TREASURE HUNT

- group of 4-5 students


- each group gets a paper with 10 lines
- to each line corresponds a clue to show the place where the students
Explanations
can find the question cards
- they have to write an answer in each line
- the questions have been hidden in the school.yard
- each correct answer gets 10 points

The final score has given by the point divided for the time in seconds.

- it would be nice that the group has to face a challenge to get question
cards, something like, exchange all the shoes of your group or kiss a
teacher to have the question card or build a castle with play cards
- another version could be with questions or clues in English, or solve
operations to get a card.

SCIENCE
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

(Romania)

Function Pollution

Aim

Cross curricular

Age
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Materials

Place

Time
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Explanations

SCIENCE

(Italy)

Solutions

Function This is a game to check learning outcomes and competences


MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Soft skills:

- team building
- respect of the rules -
Aim - collaboration
- coordination

Learning outcomes - At the end of this process the students will be able to

- read and follow a map


- read and understand the instruction of a game
- analyze and answer questions about solutions
- sintetize an answer in a requested number of lines or words
- classify different kind of materials
- classify different kind of solutions

PE

Cross curricular English /CLIL)

According to the Italian national curriculum, the age of the students is 9-10

Age

Map, compass, question cards, pens. GADGETS?

Materials
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Urban park

Place

2 hours

Time

The students are splitted in 4-5 teams, depending on the number and on the
special need children.

Each group gets a map and a compass. They have to follow the map to find
the question cards. Once found, they have to read and answer the questions.

Each correct answers gets a score (10 points?)

The final score has given by the point divided for the time in seconds.
Explanations
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

FOREIGN LANGUAGE

(Macedonia)

Function Numbers

Revision of the numbers 1-100.

Soft skills:

- team building
- respect of the rules -
Aim - Collaboration
- Work in groups

Learning outcomes - At the end of this process the students will be able to
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

- pronounce the words correctly


- understand the meaning of the word
- read and follow a map
- read and understand the instruction of a game
- analyze and answer questions about colours and shapes

Math

Cross curricular

11 and 12 years old

Age

Cards, ball

Materials
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Classroom

Place

40 minutes

Time

There are cards with words and numbers on the board. The students should
match the number with the word.

Example:

ONE

Explanations

Next the students stand in a circle and they have to multiply. The teacher
throws a ball and the one who catches it have to say the correct result. The
one who makes a mistake gets out of the game. The last student is the
winner.

Next game is with rolling two dices. The students should pronounce the
number they see after they roll the dice.
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

FOREIGN LANGUAGE

(Macedonia)

Function Colours and Shapes

Revision of the vocabulary by using ,,Station teaching,,

Soft skills:

- team building
- respect of the rules -
Aim - Collaboration
- Work in groups

Learning outcomes - At the end of this process the students will be able to

- pronounce the words correctly


- understand the meaning of the word
- read and follow a map
- read and understand the instruction of a game
- analyze and answer questions about colours and shapes
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

English

Cross curricular Math

Art

11 and 12 years old students

Age

Paper, markers, cards, board

Materials

Classroom

Place
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

40 minutes

Time

The teacher gives instructions.

Students divide in groups by playing the game ,,Collored shapes,,- They all
have little paper with shapes on their forehead which the students can’t see it
by themselves by the others can.
Explanations Students are not allowed to talk while trying to find the group they belong.
After the teams are made the lesson can start.

Station teaching 1

Students receive a paper with an activity in which they should circle the
correct word for the given picture.

Example: a) blue b) yellow c) pink


MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Station teaching 2

Memory Game

The students should open the fields and remember what shape is there. Each
field is numbered.

1 2 3 4
(heart) (circle) (heart) (diamond)

5 6 7 8
(circle) (oval) (square) (rectangle)

9 10 11 12
(star) (triangle) (square) (diamond)

13 14 15 16
(triangle) (rectangle) (oval) (star)

Station teaching 3

There are empty cups with collors written on each cup. The students should
fill the cups with few objects with the appropriate color.

Yellow Green Blue Red


MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Station teaching 4

Make correct sentences by filling in the gaps with the appropriate word.

Example: The star is _ _ _ _ _ _.

The rose is _ _ _.

The sky is _ _ _ _.

Each team has five minutes to finish the given task. After five minutes pass
the teams switch places. In the end each team counts its points.

OUR OWN LANGUAGE

(Romania)

Function Punctuation (. , : ; ? !)
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Aim

Cross curricular

Age

Materials
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Place

Time

Explanations
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

OUR OWN LANGUAGE

(Lithuania)

Function Greetings

Children know how to say hello and say goodbye.


Feels the urge to be polite.

Aim

-Physical education
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Cross curricular -Math

-Communication

5-7 year

Age

-Yellow and blue headscarves. May have red scarves (good day).

Materials -Pencils

-Paper

Class or garden

Place

30 min.
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

Time

The children are divided into three (or four) teams.

The first one puts on the yellow scarves, the second one the blue one , the
third one picks up a pencil and a piece of paper. If the children are divided
into four groups, the red headscarf marks "good day".

The rules are explained to the children.

With the headscarves, the children run around the designated teritory and
Explanations hide.

The team, which has pencils and sheets of paper, counts up to 20 and starts
looking for kids with yellow and blue scarves.

After finding the "yellow" - say good morning, write down the name on a
piece of paper and look for others amicably.

The goal of the searchers is to find five (could be less or more) "east" and
five "west" and to finish first with ten friends.
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

OUR OWN LANGUAGE

(Lithuania)

Function Alphabet

To learn letters by following the teacher's instructions

Aim

-Math

-Foreign language

Cross curricular -Art


MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

5-7 year

Age

20 sticks longer, 8 sticks shorter

Materials

Class or garden

Place

20-30 min.

Time
MaGIC: Motivate Games Increase Competences
Școala Gimnazială I.L. Caragiale- Sibiu

The teacher asks all students to put a stick on the table and says "I". Displays
a picture with a date beginning with this letter. Next, ask to take two sticks
and place a second stick on top of the stick. This is the letter "T" and shows a
picture with a date starting with this letter. Two sticks are taken again and the
underside is connected. The letter "V" indicates an image with a date
beginning with this letter. Two more sticks are taken and the letter "L" is
created and so on. (I, T, V, L, A, H, K, N, Y, M, E, Z).
Explanations

You might also like