1. Math Game for Grade 1
- Ordering Numbers Game
Purpose:
Students recognize the order of numbers.
Develop quick and accurate skills while solving exercises.
Preparation: The teacher prepares boards, each with numbers from 1 to 10.
Rules: Arrange the numbers in ascending or descending order.
Procedure: The teacher gives each student a board with pre-written numbers to prepare. When the teacher shouts: 1, 2, 3, students immediately stand in their positions with the boards. When the shout stops, students must not change their positions.
The teacher and the class together commend those who correctly arranged the numbers.
- Coloring Correctly and Beautifully Game
Purpose: Reinforce the ability to identify triangles, squares, circles; cultivate dexterity, and aesthetic sense.
Preparation: Large sheets of paper with various shapes
How to play:
Divide the class into 2 teams, each sending 3 representatives to play.
The teacher provides each team with 3 colored pens (blue, red, and yellow). Request careful observation of the drawings.
When the teacher shouts: ‘Color the triangle in red, color the square in blue, color the circle in yellow,’ in 3 minutes, the team that colors correctly and beautifully (no color bleeding outside the shape, no overlapping colors due to mistakes) wins.
- Pattern Puzzle Game
Purpose: Consolidate recognition of triangles and circles. Train observation skills and deduce the pattern of the sequence.
Preparation:
Each student has ready-made triangles and circles (from the math toolset 1) placed on the table.
The teacher prepares a model sequence (can be drawn or pre-mounted on the board):
How to play: The whole class plays together.
The teacher presents the model sequence for the entire class to observe for a short period (counting from 1 to 10), then removes it.
When the teacher gives the signal, students use their prepared shapes to form the sequence according to the teacher's model. Within the predetermined time (1 minute or 2 minutes), students who arrange correctly and beautifully will be rewarded.
- 'Electric Transmission' Game
Purpose: Practice and reinforce addition and subtraction skills within 10. Train quick reflexes in students.
Preparation: No need to prepare any tools
How to play: The teacher asks, for example, '4 + 5 =?' (or '9 - 3 =?' or 'what plus 0 equals 3?') and then only one student answers. After the first student answers, the teacher asks again (similarly as above) and then only another student answers. Continue in this way until the teacher signals to stop. The designated student must answer quickly. If a student answers incorrectly, they will be penalized.
7. Vietnamese Language Class Activities for 1st Grade
- Puzzle Game with Matching Images
Objective: Understand the meaning of words to correctly match images. Develop quick thinking and confidence.
Preparation: Some pictures of animals (images) and a set of word cards (pre-written).
How to Play:
Distribute pictures and word cards to groups.
Announce the challenge for groups to quickly and accurately match the pictures with the corresponding words. The group that matches correctly and is faster wins.
- Game: 'Who has a keen eye?'
Purpose:
Help students see, recognize, and identify letters, including those with diacritical marks (acute, grave, hook, tilde, dot below).
Distinguish this letter from others that look similar and distinguish this diacritical mark from others with a similar appearance.
Preparation: 3 signal flags. 1 large display board. 3 small display boards. 24 letter cards. Written letters (letters or diacritical marks).
Rules:
Select a card with a written letter (or diacritical mark) among cards with similar-looking letters. Successfully attach it to the team's display board with the corresponding written letter.
When searching for letter cards, each student in the team plays, holding a signal flag, runs to the large display board, selects the card with the correct written letter, brings it back, and attaches it to the team's board. Then pass the signal flag to the next person. Repeat until completed.
The team that arranges 4 correct, matching, fast, and neat letters on their board wins.
Game Organization:
Teacher attaches letter cards to the large display board.
Divide the class into 3 playing teams.
Teacher announces the rules of the game.
Each student in the teams takes turns finding and attaching letters to the team's display board.
At the end of the time, the teacher scores each team.
8. Moral Education Game
During the moral education class with the distinctive features of the subject, teachers can organize games at any time, depending on the lesson content. It can be used as an icebreaker, lesson introduction, for students to explore the lesson, discover its content, or to reinforce and deepen students' knowledge. For example:
In the lesson 'Gratitude to Veterans and Martyrs' in the 3rd-grade moral education, you can organize a game called 'Ball Toss.'
Game Rules: Groups stand in a circle, passing the ball slowly from one person to another. Whoever receives the ball must sing, recite a poem, or tell a story about the theme of veterans and martyrs for the whole class to hear clearly. If someone sings, dances, or tells the wrong or doesn't do it, they have to jump in the circle.
The teacher appoints a group of three students as referees.
Conducting the Game: The teacher organizes a group to demonstrate. The teacher shares experiences and has the whole class play for real. The teacher announces (with a prepared command) 'Game – Start.' The teacher and referees observe and adjust the groups to work urgently and according to the rules.
Game Summary: The teacher evaluates the entire class and each group separately.
The teacher concludes: Veterans and martyrs are those who have sacrificed for the Homeland. Each of us needs to remember and repay their great contributions with our practical actions.
9. English Class Games
- Game: Bingo
Purpose: Reinforce and deepen knowledge, engage students in learning.
Preparation: No need for preparation of materials.
How to Play: Similar to tic-tac-toe.
The teacher draws a grid on the board with 16 or 20 squares, consisting of 4 vertical rows, 5 horizontal rows, and fills in 20 randomly chosen numbers. Among these numbers, there are 20 pre-determined questions based on the lesson content.
The teacher divides the class into 2 teams, Team A marks X, and Team B marks O.
Each team selects a representative team leader to choose a number. The teacher marks the chosen team's symbol on that square and reads the pre-determined question in that square for the opposing team to answer.
Finally, the team that chooses a square and aligns 3 symbols of their team in a row shouts Bingo.
End of the Game: Award a round of applause to congratulate the winning team.
- Game: Slap Blackboard
Purpose:
Help students practice reading and reinforce listening skills. Also, helps in recognizing written words.
Develop quick reflexes for students.
Preparation: No need for any materials.
How to Play:
The teacher has the whole class sit in an orderly manner, then introduces the game and draws various shapes on the board, such as a circle, square, triangle, rectangle, diamond, ellipse, etc.
Next, the teacher writes some new words just learned into the different shapes.
Then, the teacher has students stand in front of the board in a prepared position.
The teacher will read the new words one by one.
Students standing in front of the board listen to the teacher and quickly slap the word on the board.
Game Rules:
Played in pairs, the teacher divides the class into two teams and assigns names to each team. Each team sends one student to compete with a student from the opposing team.
The two students stand in front of the board at a certain distance, and the teacher reads and quickly slaps the word that the teacher just read on the board. Whoever slaps quickly and correctly earns 1 point for their team.
Continue with other pairs, finishing when the teacher has covered all the words mentioned before reading.
End of the Game: The team with the most points wins, and the winning team receives a round of applause.
Note: This game can also be played as follows: a proficient student is chosen to read the words just written on the board, and the teacher will have two students listen, identify, and slap the correct word.
- Game: Lucky Number
Purpose: Create an exciting and lively atmosphere, as well as enhance high concentration during class.
Preparation: The teacher prepares some questions and answers closely related to the lesson content without needing any additional materials.How to Play:
The teacher draws a board with 15 squares and writes 15 natural numbers, including 12 squares with questions for students to answer and 3 squares as lucky numbers, called Lucky Numbers.
Each lucky number is worth 10 points and does not have a question.
Game Rules:
The teacher divides the class into 2 teams and assigns names to the teams. Each team selects a team leader to compete for the right to choose first.
In the team, they discuss which number to choose. If they choose a square with a question, the teacher reads the question, and the whole team must discuss and find the answer. The team leader reads and answers. If correct, the team earns 10 points; if wrong, the opposing team has the right to answer.
In rounds 2 onwards, the other team chooses a square. If they choose a lucky number square, they don't need to answer a question and receive applause and congratulations. It means they gain the lucky number points, which are 10 points.
End of the Game: Total the points; the team with the most points wins. When a team chooses a Lucky Number square, they receive a round of applause.
Note: The teacher can modify the game to increase competitiveness and create an exciting atmosphere by specifying points. Among the 15 squares, there are 12 squares worth 5 points, 2 squares worth 10 points, and one special square worth 20 points.
10. Geography Class Games
When it comes to teaching social sciences, language flows smoothly and gently in literature, rich with intrigue, akin to history. But what about Geography? From the practical perspective of students and everyone else, it's a subject that, while belonging to the social sciences, leans more towards the natural aspect. It often contains abstract and complex knowledge, appearing somewhat 'dry.' Students generally find less enthusiasm for this subject compared to literature or history. To generate interest among students, various games are applied by teachers.
For Geography, crossword puzzles are commonly used. Depending on the theme of each lesson, teachers design crossword games with different content.
For example, a crossword with 9 horizontal rows and 1 diagonal row. Divide the class into two teams, A and B. Each team takes turns selecting a horizontal row. If they answer correctly within 10 seconds, they score 10 points. If incorrect, the other team gets the chance to answer. The team guessing the diagonal row correctly scores 30 points. If incorrect, the game continues until all the words in the horizontal rows are guessed. The team with the highest score wins.
11. History Class Games
The Vietnamese people have a rich and ancient culture, a history that spans from the early days of the Hung Kings establishing the country to the years of struggle to defend and build the nation. Every stage, every phase has recorded shining milestones, a source of pride for the entire Vietnamese nation. Those who have traversed those paths always feel a deep love for the homeland and its people. Today's younger generation will continue to write golden pages for the nation with their talent, intelligence, and enthusiasm. To achieve that, they must first develop an affection for the history of their homeland, as 'Loving History is keeping our souls always connected to the country.' From elementary school, in grade 4, students are taught history through a distinct subject without integration with any other subjects. This emphasizes the necessity and importance of teaching history in schools. So, how can students develop an interest in history, and how can they come to explore the history of their nation? Educational games are the answer.
- Magical Crossword Game
Objective:
Used for review lessons and end-of-lesson reinforcement activities.
Can be employed as an icebreaker activity.
Develops intelligence, quick thinking, analytical skills, and judgment.
Stimulates students' learning interest.
Preparation:
Whiteboard or pre-drawn crossword puzzle paper.
Content of questions and answers.
Execution:
After the teacher organizes an activity to understand the review content, the teacher organizes this game for students.
The teacher divides the class into 2–4 teams (depending on the number of students).
The teacher presents the crossword puzzle with horizontal and vertical rows. Each horizontal row represents the content of the studied knowledge with accompanying hints.
Each team plays, and after hearing the hint, they discuss and raise the flag to answer. The team that raises the flag first and answers quickly and correctly earns 10 points. If incorrect, the chance to answer is passed to another team. While the teams are answering, the teacher records the words on the board for students to cross-reference with the given crossword and the knowledge learned. If students and the teacher agree on correctness, the teacher notes the answer on the 'Magical Crossword.' The winning team is the one with the highest score.
- Word Matching Game
Objective:
Used to teach lessons with illustrations or diagrams in history textbooks.
Reinforces understanding, quick thinking, intelligence, and the ability to synthesize information into a coherent knowledge chain.
Preparation: Words to be matched into diagrams of teaching activities (2 sets of words).
Game Execution:
After students work with the visual and text channels in the textbook, the teacher can divide the class into 2 teams.
The teacher explains the rules clearly and specifies the time.
After explaining the rules, the teacher instructs the teams to proceed (two teams work simultaneously with two groups of paper).
Students proceed by competing, taking turns to match words and using arrows to represent a diagram.
Each student in the team, in order, selects each piece of information on the paper to arrange.
12. Music Class Games
- Range-reaching Game
How to Play:+ Option 1: The teacher announces: 'Prepare... start.' After this command, students cleverly move the stone behind their back, pretending to transfer it from one hand to the other while the entire class sings the Range-reaching song.
+ Option 2: The teacher holds up a candy for all students to see, then moves it behind their back, transferring it between hands while the class sings the Range-reaching song. The teacher encourages students to guess after each round.
After each game, the teacher should provide feedback and commend those who played well.
- Game: Singing Fast, Singing Slow
Effect: Through the teacher's hand signals, students learn to sing fast or slow according to the given command.
Preparation:
+ A selection of previously learned songs.
+ The teacher prepares standard hand movements.
How to Play: The teacher specifies hand signals:
+ When the teacher swings both hands quickly, students sing fast; when the hands move slowly, students sing slowly.
+ The teacher sets the rhythm for the songs and sings along with the hand signals.
+ Note: Students should not sing too fast or try to rush, but rather focus on following the given commands.
13. Science Class Games
- Game: Guess the Offspring (Reproduction and Rearing of Animals)
Objective: Help students grasp the main characteristics of animal reproduction and rearing.
Procedure:
A student wears a drawing of an animal on their back, not knowing what it is, while the rest of the class is aware. The student with the drawing is asked True/False questions to guess what animal it is, and the class answers.
Example: Does this animal have four legs? Is this animal herbivorous? Does it live in herds? Does this animal lay eggs?... If the student guesses correctly, they are praised; if wrong, they face a penalty.
- Game: Guess the Flower (Reproduction in Flowering Plants)
Objective: Help students differentiate between monoecious and dioecious flowers.
Preparation: Students bring various types of flowers to class.
Procedure: The teacher divides the class into two groups, and the flowers the students collected are arranged in two small vases. When the teacher says 'prepare,' each pair quickly selects flowers and categorizes them into monoecious and dioecious flowers. The game lasts for two minutes, and the team with the most correct choices wins.
- Game: To Do or Not to Do (Human Actions and the Environment)
Objective: Help students develop skills in distinguishing between human actions that are and are not environmentally friendly.
Preparation: Collect a set of pictures related to the lesson.
Procedure:
Divide the class into groups of four to six students, provide each group with four to five large sheets of paper and glue. The groups discuss and paste the pictures into two columns: To Do; Not to Do. The team that pastes quickly, accurately, and neatly wins. Teachers can modify these games to suit different types of lessons, chapters, or change the game names to add novelty for students.
14. Physical Education Games
- Game: Relay Running
Preparation: Mark starting and finishing lines 6 – 8m apart. Instead of a finish line, use 2 – 4 small flags (equal to the number of teams in the class), placing each flag 1 – 2m apart. Organize students into 2 – 4 rows behind the starting line, with each row having an equal number of participants.
How to Play: Upon a signal, the first students in each row run quickly, loop around the flag, and return to touch the starting line (or pass a cloth or ball to the second student). The second student runs like the first, and so on until the entire row finishes. The first completed or least penalized row wins.
- Game: Continuous Jumping Squares
Preparation: Mark a line 4m long as the preparation line, then mark a starting line 4m away, with a 1m gap between the preparation line and the starting line. From the starting line, go back 0.6 – 0.8m and mark two rows of squares, each with 10 squares, and each square with sides of 0.4 – 0.6m. The distance from square 10 to the finish line, marked with 4m (figure 24).
How to Play: Arrange the class into 2 rows. Upon command, the first student jumps with both feet into square 1, then jumps with both feet into squares 2 and 3, hops with both feet into square 4, and so on until reaching the finish line. Then, they run back to the starting line, touch it, and touch the second student. The second student jumps like the first, and so on (jumping on the way there, running on the way back). The first completed row or least penalized row wins.
- Game: Jump Right, Jump Fast
Preparation: Mark 2 large squares, each with a side of 1m, then divide each square into 4 smaller squares, each with a side of 0.5m, and number them as shown. Mark 2 preparation and starting lines 1m apart. From the starting line, go back 0.5m and mark square number 1. Organize students into 2 rows behind the preparation line.
How to Play: One by one, students jump with both feet into square 1, then jump with their left foot into square 2, then jump with their right foot into square 3, hop with both feet into square 4, then jump with both feet out. After the first student finishes, they move to number 2, and so on until completed.