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7 products

Understand Use of Evidence in Research GRUDGEBALL ELA Game - No Prep Grade 6

Type: GRUDGEBALL

Understand Use of Evidence in Research GRUDGEBALL ELA Game - No Prep Grade 6

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Understand Use of Evidence in Research SCOOT TASK CARDS ELA Game - Grade 6

Type: TASK CARDS for SCOOT

Understand Use of Evidence in Research SCOOT TASK CARDS ELA Game - Grade 6

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Understand Use of Evidence in Research THE TERRIBLE GAME - Grade 6 ELA Review

Type: The TERRIBLE Game

Understand Use of Evidence in Research THE TERRIBLE GAME - Grade 6 ELA Review

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Understand Use of Evidence in Research BUMP ELA Game - No Prep Grade 6 Review

Type: BUMP

Understand Use of Evidence in Research BUMP ELA Game - No Prep Grade 6 Review

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Understand Use of Evidence in Research FRAZZLED ELA Game - No Prep Grade 6

Type: FRAZZLED

Understand Use of Evidence in Research FRAZZLED ELA Game - No Prep Grade 6

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Understand Use of Evidence in Research BIG TERRIBLE GAME - Grade 6 ELA Review

Type: The BIG TERRIBLE Game

Understand Use of Evidence in Research BIG TERRIBLE GAME - Grade 6 ELA Review

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Understand Use of Evidence in Research TRASHKETBALL ELA Game - No Prep Grade 6

Type: TRASHKETBALL

Understand Use of Evidence in Research TRASHKETBALL ELA Game - No Prep Grade 6

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Explore 7 Understand Use of Evidence in Research review games designed by a teacher to engage students and reinforce curriculum.

  • The TERRIBLE Game rewards correct answers with positive or negative points that students can strategically assign to their own team or their opponents.
  • Turn review into an unpredictable whole-class competition with The BIG TERRIBLE Game, where every answer can send a team’s score in the right or wrong direction.
  • GRUDGEBALL turns review into a battle where correct answers earn cannon shots to sink opposing teams before they sink you.
  • TRASHKETBALL™ gets teams racing to answer correctly, then rewards them with shots at the trash can to score points.
  • In BUMP, correct answers earn students shots at the platform, where they can score even more points by bumping off opposing teams.
  • With SCOOT, students move around the room answering task cards, turning curriculum review into an active classroom game.
  • In FRAZZLED, teams answer questions to uncover mystery points, but one wrong answer or unlucky bomb can completely change the game.

Turning review into a game is one of my favorite ways to get students participating without making practice feel like more work. Once the game starts, students start talking, thinking, and working together, with hands shooting up and everyone waiting to see what happens next. When games become a regular part of review, students quickly learn that knowing the material gives them an advantage, and they start showing up ready to compete.

There’s research behind the fun too, with studies finding better academic performance and greater student engagement when games are brought into learning. See the research.