Classroom games templates (Primary)
This pack comprises ideas, game boards, cards and teaching notes for 16 different games which can be used to support and enliven your teaching across the KS1 and KS2 curriculum. Simply fill in the blanks with your own questions and/or keywords and let the games begin!
- 16 adaptable game ideas and templates
- PowerPoints for Hexbusters and Who wants to be a millionaire?
This is a sample from the teaching notes for the Chase game template.
To play the Chase game in groups of two to four, your pupils will need:
- one coloured counter each
- one dice
- one game board
- a set of questions provided by you. Alternatively, ask pupils to devise their own questions on a particular topic or theme, e.g. Science topics of plants or materials, maths calculations (times tables, fractions to decimals, number bonds), grammar terminology or spelling tricky words.
How to play
- Place your counter on a coloured starting space. If playing in pairs, use spaces diagonally opposite one another.
- The first player rolls the dice. The player to their right takes a question card and reads the question aloud. If the player can answer the question correctly, they move their counter forward the number of spaces shown on the dice (clockwise).
- The player to their left then takes their turn, and so on.
- If you land on another player’s counter, you capture it and that player is out of the game. The winner is the last player to have their counter on the board.
Differentiating the activity
To make the activity longer or shorter try:
- giving each player three lives (if their counter is captured, they may place it back on their starting square three times before they are out of the game. They may not capture a counter on their starting square when replacing their counter).
- adding some ‘free roll’ squares on the board to effectively remove some squares, meaning counters are more likely to be captured.