Game Card
Introduction

▼More Games to Play▼

  1. Stick a few letter cards (or word cards) on the wall.
  2. When the teacher calls out a letter (or word), (e.g., “ANT”), students must run to that card on the wall.
  3. The last person to reach the card must come out and do an action.
  1. Place cards face down at the end of the classroom.
  2. Students line up at the other end of the classroom.
  3. When the teacher calls out a card, students hop from one end to the other and retrieve that card.
  4. The fastest student wins!
  1. Students spread their cards face-down on their desks in a random arrangement.
  2. The teacher reveals the first cupcake recipe (e.g., “A” + “a” = ANT).
  3. Students race to find the matching letter cards (“A” and “a”) and the word card that begins with those letters (“ANT”).
  4. The fastest student to make the correct match can show it to the teacher (optional: you can award a point for this).
  5. 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”).

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:

  1. Place all the letter cards in the large container.
  2. 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.
  3.  The teacher calls out a letter, for example, “Catch Big A!”
  4. Students use their fishing rods to try and “catch” the uppercase “A” card from the container.
  5. Once someone catches the correct card, they show it to the teacher and place it in the “Big Letters” bucket.
  6. Repeat steps 3-5, calling out uppercase and lowercase letters for students to catch and sort into the appropriate buckets.

Ⓒ 2024 by Kaiser Kastle Co., Ltd.

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