Brain Dump
Grades: 2 +
1. After a lesson, give each student a blank piece of notebook paper
2. Tell students they have three minutes to write down everything they can remember about the lesson. This can include but isn't limited to definitions, pictures, phrases, examples, key concepts, dates, names, etc. Organization doesn't matter as long as it's legible.
3. Set a timer for three minutes
4. Students write down as much as they can within the time frame
5. Extension: Call on random students and have they share their "brain dump" with the class
1. After a lesson, give each student a blank piece of notebook paper
2. Tell students they have three minutes to write down everything they can remember about the lesson. This can include but isn't limited to definitions, pictures, phrases, examples, key concepts, dates, names, etc. Organization doesn't matter as long as it's legible.
3. Set a timer for three minutes
4. Students write down as much as they can within the time frame
5. Extension: Call on random students and have they share their "brain dump" with the class
Mind Map
Grades: 2+
1. After a lesson/unit give each student a blank piece of paper
2. Give students a topic (current concept, unit, standard, etc.)
3. Have students write the topic in the center of their paper
4. Have students make at least four "branches" coming off the topic
5. Have students add more details to each "branch"
- Mind maps can include definitions, pictures, key concepts, etc. It can be nything that the student can connect to the topic.
1. After a lesson/unit give each student a blank piece of paper
2. Give students a topic (current concept, unit, standard, etc.)
3. Have students write the topic in the center of their paper
4. Have students make at least four "branches" coming off the topic
5. Have students add more details to each "branch"
- Mind maps can include definitions, pictures, key concepts, etc. It can be nything that the student can connect to the topic.
Chalkboard Champs
Grades: 2+
1. Divide the class into 3-6 teams (the more blackboards you have, the more teams)
2. Divide the chalkboard so that each team has a large space
3. Each student gets their own piece of chalk
4. Set the timer for five minutes
5. When the teacher says "Go!" the students will rush to their team's spots and draw/write all the key ideas of the lesson
6. At the end of five minutes, each team must present 3-5 of their key ideas to the class
7. Go through each team's key ideas, checking for accuracy
8. The team with the most key ideas wins
- Of course this can be changed to whiteboards (:
1. Divide the class into 3-6 teams (the more blackboards you have, the more teams)
2. Divide the chalkboard so that each team has a large space
3. Each student gets their own piece of chalk
4. Set the timer for five minutes
5. When the teacher says "Go!" the students will rush to their team's spots and draw/write all the key ideas of the lesson
6. At the end of five minutes, each team must present 3-5 of their key ideas to the class
7. Go through each team's key ideas, checking for accuracy
8. The team with the most key ideas wins
- Of course this can be changed to whiteboards (:
Back 2 Back
Grades: 2+
1. Give each student an individual white board and dry erase marker
2. Pair off students and have them stand back to back
3. Ask the class a question about what was just taught
4. The students answer the question individually on their boards
5. When you say the magic word, students turn around and share their answers with their partner
6. If answers differ, then students need to defend their answer and figure out who has the correct answer
1. Give each student an individual white board and dry erase marker
2. Pair off students and have them stand back to back
3. Ask the class a question about what was just taught
4. The students answer the question individually on their boards
5. When you say the magic word, students turn around and share their answers with their partner
6. If answers differ, then students need to defend their answer and figure out who has the correct answer
I Have, Who Has
Grades: 1+
1. Pass out cards to students
2. The student who has the first card begins by reading their I have, who has sentences
3. The student who has the "I have" sentence that answers the previous "Who has" sentence reads their card next
4. Continue until all of the cards have been read
5. The game should end when the student's "Who has" sentence asks for the first card
- The higher level kids can get an extra card
- Make sure the lower level students have cards in the middle or end so they are paying attention to all the questions and answers
- Time the students to see how fast they can complete the game. The better their understanding is, the faster they can complete it.
- Make sure you have a key handy for if the students get stuck!
1. Pass out cards to students
2. The student who has the first card begins by reading their I have, who has sentences
3. The student who has the "I have" sentence that answers the previous "Who has" sentence reads their card next
4. Continue until all of the cards have been read
5. The game should end when the student's "Who has" sentence asks for the first card
- The higher level kids can get an extra card
- Make sure the lower level students have cards in the middle or end so they are paying attention to all the questions and answers
- Time the students to see how fast they can complete the game. The better their understanding is, the faster they can complete it.
- Make sure you have a key handy for if the students get stuck!
Poll Everywhere
Grades: 1+
1. Create a poll beforehand
2. After the lesson, have students get their devices out
3. Project your poll on the overhead
4. Read each question and answer choice to your students
5. After each question, view the student data
6. Review the correct answer for each question
7. Continue until all poll questions have been completed
8. Review end of poll results
- Poll Everywhere Website
- Use data to determine areas for reteach or enrichment
1. Create a poll beforehand
2. After the lesson, have students get their devices out
3. Project your poll on the overhead
4. Read each question and answer choice to your students
5. After each question, view the student data
6. Review the correct answer for each question
7. Continue until all poll questions have been completed
8. Review end of poll results
- Poll Everywhere Website
- Use data to determine areas for reteach or enrichment
Exit Ticket
Grades: 1+ (Younger grades may need questions read)
1. On a half sheet of paper, have 2-3 questions about the main ideas of that day's lesson
2. At the end of the lesson, give each student an exit ticket to complete
3. Set the timer for five minutes
4. The students must answer every question before leaving,moving on to next activity,etc.
5. When students have completed the exit ticket, they turn them into the teacher
- Gives a quick check of student understanding
- Use to assess strengths and areas for growth
1. On a half sheet of paper, have 2-3 questions about the main ideas of that day's lesson
2. At the end of the lesson, give each student an exit ticket to complete
3. Set the timer for five minutes
4. The students must answer every question before leaving,moving on to next activity,etc.
5. When students have completed the exit ticket, they turn them into the teacher
- Gives a quick check of student understanding
- Use to assess strengths and areas for growth
Jeopardy
Grades: K+
1. Divide students into two groups
2. Choose a team to pick a category and ammount first
3. Ask the team the question for that category and ammount
4. If the team gets it right, they get the points. If the team doesn't get it right, the other team can answer and steal their points.
5. Continue playing until all questions have been asked
6. Add up each teams points (older students can do this themselves)
7. The team with the most points wins
1. Divide students into two groups
2. Choose a team to pick a category and ammount first
3. Ask the team the question for that category and ammount
4. If the team gets it right, they get the points. If the team doesn't get it right, the other team can answer and steal their points.
5. Continue playing until all questions have been asked
6. Add up each teams points (older students can do this themselves)
7. The team with the most points wins
Heads Down, Thumbs Up
Grades: K+
1. Tell students to put their heads down so that they can't see anything
2. Ask the class a question about a key concept taught that day
3. If students understand it so well they can teach it, they put a thumbs up. If students know it alright but still have some questions, then they put their thumbs sideways. If the students have no clue what they're doing, then they put their thumbs down.
4. Record each students response
- Can be used as a quick comprehension check at the end of guided practice before the students begin their independent practice. Reteach those who had their thumbs in the middle or down, and allow those students who had their thumbs up to go ahead with their independent practice.
1. Tell students to put their heads down so that they can't see anything
2. Ask the class a question about a key concept taught that day
3. If students understand it so well they can teach it, they put a thumbs up. If students know it alright but still have some questions, then they put their thumbs sideways. If the students have no clue what they're doing, then they put their thumbs down.
4. Record each students response
- Can be used as a quick comprehension check at the end of guided practice before the students begin their independent practice. Reteach those who had their thumbs in the middle or down, and allow those students who had their thumbs up to go ahead with their independent practice.