

Game Card
Introduction

▼More Games to Play▼
Run to the Cards
- Stick a few letter cards (or word cards) on the wall.
- When the teacher calls out a letter (or word), (e.g., “ANT”), students must run to that card on the wall.
- The last person to reach the card must come out and do an action.
Bunny Hop Race
- Place cards face down at the end of the classroom.
- Students line up at the other end of the classroom.
- When the teacher calls out a card, students hop from one end to the other and retrieve that card.
- The fastest student wins!
Secret Cake Recipe
- Students spread their cards face-down on their desks in a random arrangement.
- The teacher reveals the first cupcake recipe (e.g., “A” + “a” = ANT).
- Students race to find the matching letter cards (“A” and “a”) and the word card that begins with those letters (“ANT”).
- The fastest student to make the correct match can show it to the teacher (optional: you can award a point for this).
- The teacher can repeat the game with different sets of cards for continued practice.
For an added challenge: Switch things up by showing a word card (e.g., “ANT”) and asking students to find the matching first letter card (“A”).
Fishing for Letters
Materials:
Game cards (uppercase and lowercase, e.g., A, B, C, a, b, c)
Large container
Pencil
String
Tape
Two buckets (labeled “Big Letters” and “Small Letters”)
Instructions:
- Place all the letter cards in the large container.
- Create a fishing rod by tying a piece of string to a pencil and attaching a small piece of tape to the other end of the string.
- The teacher calls out a letter, for example, “Catch Big A!”
- Students use their fishing rods to try and “catch” the uppercase “A” card from the container.
- Once someone catches the correct card, they show it to the teacher and place it in the “Big Letters” bucket.
- Repeat steps 3-5, calling out uppercase and lowercase letters for students to catch and sort into the appropriate buckets.
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