Verb Viper helps students practice their verb tenses, verb forms, and subject/verb agreement, with an added challenge of having to try to get as many correct answers as they can before the time runs out, while also struggling to read and think fast enough to get the correct answer.
Before the game starts, the teacher has the option to choose what type of verbs forms to practice, as well as the game’s difficulty. During the game proper, a subject (or subjects) is displayed on top of the viper’s head. If the verb in the “strike zone” box matches with the subject, the player must either click the screen or tap on the spacebar. However, beware with the verbs’s scrolling speed – every time a verb passes through the strike zone, whether or not it is correct, the subject instantly changes. So it’s a constant battle of quickly reading the subject and immediately judging if the upcoming verb is correct.
At the end of each of the game’s six levels, it shows the player’s accuracy for that stage, along with both his correct and incorrect answers. When all six levels are done, the player is presented with a certificate which the teacher can print if he wishes.
It would take a while to complete, but teams of six can play this, with one student playing per stage. After everybody in each team had played, their accuracies per level are tallied and averaged. The team with the highest average score wins.
Each of the river object is associated with a word. The object that can hold Max’s weight – and can thus send him across – contains the word that rhymes with another given word. Choose the wrong word, however, and Max falls into the river!
Two groups of players can compete to see who can get the correct rhyming word first. There are only five steps, so this ensures that the game cannot end with a tie. Alternatively, it can also be a race to the finish – which team can get across with the least amount of tries?
At the start of the game, players are asked to choose among four listed countries and to pick a category – Archery (for easy) or Discus (for hard). The players are then asked to provide the meaning of 10 words with their root word given as a clue. The performance of the athlete is dependent on screen is dependent on the players’ actions – get enough points right, and one could win a gold, silver, or bronze medal, which can be printed out to take home. If they’ve earned a medal, they can also proceed to the next round to give them a chance to earn another medal!
Students can form groups and compete in this game as a team. How many rounds can each group last? How many gold, silver, or bronze medals did they earn? The group that goes the farthest round and earns the most significant medals wins! As an extra touch, the teacher can print out their medals immediately and hold an awards ceremony right then and there!
So your students think they know all about Christmas. Are they willing to take up the jumbled word challenge? This game displays various Christmas-related words on-screen with their letters in disarray, and it’s up to the players to reorganise and figure out what it is. Of course, one can always try to sort the letters on their own, but it’s always easier if they already have an idea to work with!
Students can form groups and earn points for every correct answer. The team with the most points wins!
Letters are falling from above! Don’t let them fill up the space below! Form words from the fallen letters to “sort” them into their proper places and remove them from the pile. Each letter has a corresponding point; the rarer the letters used and the longer the formed word is, the higher the score.
As if the falling letters aren’t enough, a certain number of points earned within a given time is required in order to progress to the next level. See how many words your students can form, and how far they can go. They can also play this cooperatively, or in competitive groups.
If the student was able to match the sequence and was able to answer the questions, the round goes to him. Else, it goes to the nefarious Dr. Stripp. The first to win three rounds out of five is the victor!
How many words can your students form from the ones given in the box? Do they have a huge enough vocabulary to form complex words that would give them higher points? Are they fast enough to fill up their word list before the clock runs out… and before a rival student group steals their letters?
Word Magic is reminiscent to the classic Boggle game, except that the letters forming the words do not have to be adjacent to each other. When the player forms his word and clicks on the “GO” button, the chosen letters are then replaced with others.
Though the game can be played in single player mode (where a student, or a group of students, try to collect enough points from their words within the given time), it also has a multiplayer mode, where the game automatically matches your students against other players from another class… or school… or even another country! The multiplayer game is then played in real time, where students race to use a letter before their rivals do; if they did end up using the same letter, the points for the word is forfeited!
How good is your class against what could possibly be the world? Perhaps a tournament could be arranged to find out!
Play a series of grammar, memory, and logic-related mini-games with The Amazing Spelling Fleas! See which student (or group of students) will have the highest score or reach the farthest round by the end of their turn!
For each game, the player must be able to provide at least two correct entries within a given amount of time so that he can progress to the next stage. If the student was able to complete all the mini-games, he moves on to the next round, where the time is shortened, and the games begin anew. 10 points are awarded to the child for every correct answer, and the score is tallied up, the total overall of which is shown at the end of each mini-game.
A spelling game reminiscent of popular TV game shows, where players are asked to correctly spell the variety of objects provided on-screen by clicking on the appropriate alphabets on the letter wheel.
The objects to be displayed are sorted into five different categories. The item to be spelled can either be randomly chosen by the game (provided by a button below), or can be chosen by the students. The latter option makes classroom play possible: at the start, the teacher picks an object and have one of his students spell it. After his attempt – where a correct answer gives him a point – the student can then choose another object, and hands the turn over to one of his classmates. This can continue until everyone in the room has had several turns, after which all the points are tallied up to determine who is the class’ spelling champion!