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Game Activities


Smart Play Activities
Magnobrain is committed to supporting educators and parents on their mission to teach and inspire students. Our line of board and card games are a great learning resource for creating fun-filled activities that can be enjoyed in and out of the classroom. Educators, parents and students will find the activities to be cognitively rewarding, entertaining, and fun. Warning: Games might get highly competitive so a judge or referee may be needed to adjudicate scores and rules.
Here are a few activities for educators to integrate in their learning environment:


Letter Deck
Recommended activities:
1. Spelling challenge - individual players or teams can take turns challenging their spelling skills. The player or team with the most points and/or cards at the end of the game is declared the winner/s and crowned the MagnoWord champion/s. This game can be made even more fun and challenging by using specific categories such as science words, history words, geography words etc. Language arts instructors can use specific vocabulary words such as nouns, verbs, words ending with specific suffixes eg. –ing, etc. Alternatively, when players come up their words, they can be asked to give a definition instead of spelling the words. Points are given for correctly defining the word.


2. Word Guess Challenge - a team activity where teams compete against each other by guessing the correct word of their teammate after they have picked a card from the deck. In this activity, each team selects a player to choose a card from the deck. The player that chooses drops the card facing up for all to see. Next, the player will think of a word that starts with the letter on the card and shares it with the opposing team/s by writing it on a piece of paper while hiding the word from their teammates. After the word is shared with the opposing team/s, the player is given one minute to act out the word nonverbally and their teammates must guess the correct word in the allotted time to get the points. Alternatively, players can appoint a judge and the player that chooses a card shares the word with the judge. The player is then given one minute to act out the word nonverbally and their teammates must guess the correct word in the allotted time. If their teammates are unable to guess the word, no points are awarded and the opposing team/s is given 30 seconds to guess the word. The first team that can guess the word correctly wins the points. If the opposing teams are unable to guess the word, no points are awarded and the game continues with the next team or player.

Points are based on the beginning letter and the word range. If the word is guessed correctly, the winning team gets the points and keeps that card out of play. The game ends when all the teams have had a turn and no more cards are left for a next round. The points are tallied and the team with the most points wins.
Tie breaks:
• If there is a point tie at the end of the tournament, the team with the most cards breaks the tie and wins.
• If you end up with more than one team with the same number of points and cards, all the teams would tally just the first letter on their cards and the team with the most first letter points wins the tournament.

3. Spatial memory challenge - a two player/team game where players battle each other to get the most pairs of cards to win. After the deck of cards is shuffled, all the cards are placed facing down in no particular order. Each player/team will take turns to find a matching pair but they must flip over their first card for all to see and tag it with a word. The second card that a player/team looks at is hidden from the other players/teams. If the second card matches the first, points are awarded for the word that was used to tag the first card. If the cards do not match, both cards are placed face down and the next player/team gets a turn. The next player/team has the chance to use the tagged letter and word of the previous player/team and find the matching card or they may choose to tag a different card.
Note: When a letter is tagged with a word for the first time, that word is tied to that letter for the entire game. Players are not allowed to write down the tagged word, they must recall it from memory. If a player picks a letter that has been tagged with a word but cannot remember the word, they lose their chance and the next player takes a turn.

Roll n Spell
Recommended activities:
1. Spelling challenge - individual players or teams can take turns challenging their spelling skills. The player or team with the most points at the end of six rounds is declared the winner/s and crowned the MagnoWord champion/s. This game can be made even more fun and challenging by using specific categories such as science words, history words, geography words etc. Language arts instructors can use specific vocabulary words such as nouns, verbs, words ending with specific suffixes eg. –ing, etc. Alternatively, when players come up their words, they can be asked to give a definition instead of spelling the words. Points are given for correctly defining the word.


2. Word Chess - a fast paced two to four player word activity that will not only challenge your memory but critical thinking skills like nothing you have ever done before. The goal of this game is to win by locking three letters or by getting the highest score after six rounds. Each player starts with three letter locker tokens (small items such as coins can be used as tokens) which are placed on the board to lock a letter (locking a letter bars other players from using that letter).

The game starts by giving each player a turn to roll the color die and choose the beginning letter for the word they want to spell. After the player spells the word, they may lock the letter they used by placing a token on that letter. A player may unlock a letter that was locked by a previous player if they think of a word which is equal or greater in points. When a player’s letter is unlocked by another player, the token is replaced by the current player’s token. If a player gets three locked letters on the board before the six rounds have concluded, that player wins the tournament. If you have a tie at the end of six rounds, the tied players may enter a head to head, winner takes all round.

3. Abbreviation Challenge - a team or individual player game that is a fast paced memory game designed to challenge your memory of abbreviations and acronyms. Each player or team takes a turn to roll the color die and choose a letter that can be used to form acronyms or abbreviations that can be verified and are legitimately used in industry or specific fields of study. Each team or player is given a sheet of paper on which they write their name or the name of their team. During each round, players or teams roll the color die once and write the letters they choose under their name. After twenty rounds, each player or team will have one minute to come up with as many abbreviations or acronyms they can, using the letters they have chosen. Points are only tallied based on the value of the first letter in the abbreviation or acronym. The team or player with the most points wins. Note: It is not recommended to use more than four teams or single players for time efficiency.
Scoring Example:
John and Robert are playing. See their letters picked in 4 rounds below.
John Robert
N P
K C
C A
B D
John decides to use N, C, and B to make the abbreviation NBC for National Broadcasting Corporation. This is worth 7 points, which is based on the letter values used, N=3, B=2, and C=2.
Robert decides to use P, C, and A to make the abbreviation PAC for Political Action Committee. This is worth 6 points, which is based on the letter values used, P=2, A=2, and C=2.

 

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