This unit explains how games can be used to teach your Class X students about the Periodic Table of Elements. The idea of using games in your lessons may seem unusual, especially in Class IX or X. However, educational games can be very useful teaching tools for teachers to know about and to use.
Through the excitement of being engaged in a game, students can become motivated to learn. Games can therefore help your students learn science more easily than normal teaching methods.
Games can also support the development of other important skills that your students need, such as working in a group, critical thinking, data analysis and observational skills. All these skills will help your students in other subjects and outside school, now and in later life.
Some of the games in this unit are classroom adaptations of well-known board games or popular TV game shows, which means they may have an added advantage of familiarity for your students.
The simple reason that games work so well in the classroom is because they have a competitive element to them. This challenge seems to bring out the best in most students, both girls and boys. Your students can be challenged against each other, for example in ‘Splat’ (see Case Study 1). Alternatively, the game can challenge the individual student.
Another reason why games are useful for you as a teacher is because your students have to demonstrate their learning in order to do well in the game. This can provide you with immediate feedback so that you can decide whether the science idea or concept needs discussion again in the whole class or perhaps with a few students. In the best games students often forget that they are learning or being assessed. Instead they become engrossed in the winning of the game itself. As you work through this unit, it would be helpful to remind yourself of different assessment techniques. For further information on assessing progress and performance, read Resource 1.
Classroom games range from the very simple to the more complex. This unit will work through the whole range, beginning with very simple games and progressing to some more complex ones. The final game illustrated is a complex game idea that you can try out for yourself.
‘Splat’ is a word game that can be used to teach students about scientific vocabulary in a very animated but effective way. The main advantage of using ‘Splat’ is that it takes almost no preparation.
Case Study 1 is an account by Teacher Nehru of his experiences of using 'Splat’as his first classroom game. The rules of this version of ‘Splat’ are in Resource 2.
Teacher Nehru uses Resource 2 on ‘Splat’ to end a lesson on the elements and the Periodic Table.
I had spent the whole lesson teaching my students about how the Periodic Table of Elements is arranged. It had been a long and intense lesson, but to my surprise I found that I had finished the work that I had planned early.
I had read about the game ‘Splat’ and decided to try it. As I had nothing else for my students to do other than more copying, I thought that I might as well take a risk and see what happened.
I filled the blackboard with lots of words: names of elements, symbols of elements, words about the Periodic Table and so on. It looked quite messy, actually – not at all like my usual tidy, neat and beautifully arranged blackboard writing.
I didn’t tell my students what I was doing, and as the blackboard filled up with words to do with the Periodic Table and elements they watched me with growing curiosity. Towards the end of this I could see and hear that they were becoming unsettled, so I finished quickly.
I then held my arm out and said, ‘Those of you on my right side are Team A, and those of you on my left side are Team B.’ I explained the rules to them from Resource 1, asked them if they all understood and said that I hoped the best team would win.
The next five minutes were hectic and a little chaotic, but when the bell went for the end of the lesson I knew that playing the game had been well worth the noise. The risk-taking had paid off. My students had really enjoyed the game and they left very excited.
I had a brilliant time being the quiz master of ‘Splat’. I would definitely recommend playing ‘Splat’ to any teacher who has a gap in their lesson to fill or wants to end the lesson on a high note!
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Writing key words or phrases on the blackboard can be done very quickly, so it is always worth thinking about playing ‘Splat’ when you have any unexpected time to fill in a lesson. It also makes an excellent starter or concluding activity, and it gives you immediate feedback on your students’ strengths and weaknesses with the topic.
‘Splat’ is a game that is very good for using with the whole of your class. There are many other simple games like ‘Splat’ that are quick and easy to arrange in the classroom but can also be used with pairs, small groups or the whole class, depending on your choice.
Another game that has this increased level of adaptability is ‘What Am I?’ This is a five-minute game, needs almost no extra material and can end and start quickly if need be. You will be surprised how quickly your students learn the rules for these types of games.
This activity is for you do to with your class. You will need a Post-it note or similar sticky paper for each member of your class.
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A quiz is a game that needs a little more advance preparation than ones like ‘Splat’ and ‘What Am I?’ For a quiz to work well, the questions and answers need to be produced and checked beforehand.
The main advantage of using a quiz is that by providing the correct answers afterwards, your students can learn from any mistakes they make. You can easily adjust the challenge of the quiz by:
The most important thing to remember when planning a quiz is that all the questions need to be closed and have short answers. Closed questions are questions where there is only one definite right answer. This is to avoid any confusion for your students over other possible correct answers when they are doing the quiz. The questions themselves can be long (ideally not too long or complicated so that your students can access them quickly) but you want the student to be able to give a short rather than extended answer.
When you are planning quiz questions, also think of these four key factors:
So, in summary, good class quizzes have the following characteristics:
This activity will help you to prepare and carry out a short quiz on the trends in the modern Periodic Table with your class. The aim here is to create ten quiz questions that can be answered in ten minutes following the rules above – hence the name of the quiz, ‘10–4–10’.
Read the Class X textbook section on the trends in the modern Periodic Table. What kinds of questions does it ask? Do you think your students would be able to answer these questions well in a quiz situation?
Make a list of the questions in the textbook that you think could be easily adapted as good quiz questions. If possible, work with another science teacher to adapt the questions on your list into good quiz questions. Supplement your quiz with new questions of your own to make ten questions.
With your colleague, create the answer sheet for the quiz. Give the quiz to another colleague to test it out. Use the feedback from your second colleague to make any alterations to the questions.
Use your quiz with Class X. You could divide them into two teams and ask alternate questions, or you could set it up like a television quiz show.
Note carefully the questions that your students did not answer correctly. How will you improve their understanding in these areas?
Some games require the use of props – teaching aids that can be made cheaply with a little effort. Depending on the nature of the props, the planning and preparation of games like these is more time-consuming. Once you have made the props, you can re-use them with your classes next year, or you can use the props in a different way with the same class in later lessons.
The next case study illustrates the use of a sorting game which uses a series of element cards (see Resource 3).
I had already used a quick quiz and played another game with my younger classes, and they had all taken part in both very enthusiastically. But I wanted to do a harder game with my older Class X who were studying the chapter on the periodic classification of elements in the textbook.
I wanted to recreate the process that Mendeleev had gone through when he sorted the elements into groups. When I saw some old men playing cards in the park on the way home from school I knew that I could do something similar if I made some cards with information about the elements, which my students could then sort into groups by hand.
I asked all my classes to collect and bring as much clean scrap cardboard as they could from home. After about three weeks I thought I had enough thin cardboard to create enough element cards for Class X. Because there were 60 students in the class and each group needed cards for the first 20 elements, I decided to create six large groups of ten students each for the sorting game lesson. Each group needed the cards for the first 20 elements, altogether making 200 cards!
It would have taken me much too long to create all the element cards myself, so in the lesson before, we all made the cards together. This included cutting the scrap card to the right size and, where necessary, covering the cards with white paper so that the element information could be written on it. It was a fun lesson, if a little noisy compared to normal. As they were all doing such a good job of making the element cards I decided to ignore the noise and giggling. I wouldn’t do this normally! I asked for the following information on each element to be put on to the card and allocated different elements to different students:
Sanjay told me quietly at the end of the lesson that he had learnt more about the elements he was doing than he had in previous lessons because he had been learning them in a fun way. At the end of this lesson I collected in the cards and checked to make sure that they were all OK, and then arranged them for the next lesson.
In the actual lesson I gave the groups 20 minutes to devise a way of classifying the elements based on the information on the cards. I have a reputation for being quite strict and in the past I have not allowed any talking in my class. I expected my students to work on their own. However, I have 60 students in the class and I am beginning to realise that although I can’t help each one individually, they can learn a lot from each other, if I give them the opportunity. Playing games gives me great opportunities. While they are playing I get the chance to listen to their conversations, and I now know who is finding the work hard and who understands it.
After 20 minutes I said to them, ‘Go and see how the other groups have classified their element cards.’ At the end of the lesson I quickly gathered my students round the front. I explained how Mendeleev worked out the Periodic Table. I noticed lots of nodding heads. They now clearly understood the difficulties of classification better having done it for themselves.
I told them the properties of silicon and tin and then asked them to predict the properties of the element that would fit in between them. I was surprised how close they were able to get to the right answer. I then told them about the properties of germanium. I ended the lesson by explaining that a good chemist can use their knowledge of the Periodic Table to predict the properties of almost any element and that, as they had done this, they were becoming good chemists.
This lesson involves much preparation but it enables students to have a small glimpse of how scientists work and how scientific knowledge is constructed. This activity reinforces your students’ learning about the Periodic Table so that they are more secure in their learning of this topic. An activity like this also offers you the opportunity to evaluate students’ learning and to identify which students are less confident with their learning of this topic. Like this activity, many games involve groupwork, and you can try different ways of organising the groups. See the key resource 'Using groupwork' for more information.
Games can take many shapes and forms. Educational games can be played in the real world, or in the virtual world, online or offline, on a mobile phone, tablet computer or other types of computer. They can be inspired by board games, books, videogames or even TV shows.
Adapting the format of a popular TV game show has instant appeal for many students. It demonstrates to students that you are ‘current’ and know what your students’ interests are outside school. In other words, it can make you seem more human to your students and develop the student–teacher bond immensely!
Producing some games from scratch can be quite time-intensive, so working collaboratively with other teachers to adapt a TV game show format into a re-usable game to use with your classes is a good strategy that will save you all time and hopefully be an enjoyable experience. Activity 3 enables you to undertake such an exercise in the context of the TV game show Who Wants to be a Millionaire?
This activity will help you to prepare and test a complex game for your class.
Who Wants to be a Science Millionaire? is a quiz game mimicking the very popular and highly successful TV show Who Wants to be a Millionaire? Use Resource 4 to make a game entitled Who Wants to be a Science Millionaire? – The Revision Episode. If there is another science teacher in your school, try to do this with them.
All of the questions in the game you create should be science-based.
The learning aim of the game is that your students are able to effectively revise their three sciences – physics, chemistry and biology – for an upcoming summative assessment. You will need to think carefully about which specific classes you are aiming the game at, because this will influence both the material you include and the level and complexity of the questions you pose.
Test out your game on a small number of students. This is so that you know the questions work. It will also give you experience of the practicalities of running the game for real.
Plan where, in your future teaching sequences for the school year, you can use the game. Make a note of this in your planning documentation and don’t forget to keep your game resources in a safe place until you get to this point in your teaching calendar.
After you have done this, consider the following questions and make a brief note of your answers:
![]() Pause for thought Identify two techniques or strategies that you have learned in this unit that you might use in your classroom, and two ideas that you want to explore further. |
Using games in your lessons will bring many benefits to your science teaching. Your students will learn the rules of each game you use very quickly. They will also easily adapt to the changes in classroom routines needed for the games to be successful. As they get used to this teaching method they will also begin to adapt the games and help you create new games.
The lessons will become more enjoyable and your students will become more motivated. Most importantly, they will also learn more science this way. You will also have a better idea about their learning, even in a large class.
When your students play games the noise levels will be higher than you are used to. But this will be ‘good’ noise as it means your students are actively learning.
Assessing students’ learning has two purposes:
Formative assessment enhances learning because in order to learn, most students must:
As a teacher, you will get the best out of your students if you attend to the four points above in every lesson. Thus assessment can be undertaken before, during and after instruction:
When you decide what the students must learn in a lesson or series of lessons, you need to share this with them. Carefully distinguish what the students are expected to learn from what you are asking them to do. Ask an open question that gives you the chance to assess whether they have really understood. For example:
Give the students a few seconds to think before they answer, or perhaps ask the students to first discuss their answers in pairs or small groups. When they tell you their answer, you will know whether they understand what it is they have to learn.
In order to help your students improve, both you and they need to know the current state of their knowledge and understanding. Once you have shared the intended learning outcomes or goals, you could do the following:
Knowing where to start will mean that you can plan lessons that are relevant and constructive for your students. It is also important that your students are able to assess how well they are learning so that both you and they know what they need to learn next. Providing opportunities for your students to take charge of their own learning will help to make them life-long learners.
When you talk to students about their current progress, make sure that they find your feedback both useful and constructive. Do this by:
You will also need to provide opportunities for students to improve their learning. This means that you may have to modify your lesson plans to close the gap between where your students are now in their learning and where you wish them to be. In order to do this you might have to:
By slowing the pace of lessons down, very often you can actually speed up learning because you give students the time and confidence to think and understand what they need to do to improve. By letting students talk about their work among themselves, and reflect on where the gaps are and how they might close them, you are providing them with ways to assess themselves.
While teaching–learning is taking place and after setting a classwork or homework task, it is important to:
The four key states of assessment are discussed below.
Collecting information or evidence
Every student learns differently, at their own pace and style, both inside and outside the school. Therefore, you need to do two things while assessing students:
Recording
In all schools across India the most common form of recording is through the use of report card, but this may not allow you to record all aspects of a student’s learning or behaviours. There are some simple ways of doing this that you may like to consider, such as:
Interpreting the evidence
Once information and evidence have been collected and recorded, it is important to interpret it in order to form an understanding of how each student is learning and progressing. This requires careful reflection and analysis. You then need to act on your findings to improve learning, maybe through feedback to students or finding new resources, rearranging the groups, or repeating a learning point.
Planning for improvement
Assessment can help you to provide meaningful learning opportunities to every student by establishing specific and differentiated learning activities, giving attention to the students who need more help and challenging the students who are more advanced.
The team with the most points at the end is the winner.
Hydrogen (H) Atomic number: 1 Mass number: 1 Electron arrangement: 1 Appearance: colourless, odourless State at room temperature: gas Reactivity: reactive; reacts explosively with oxygen |
Helium (He) Atomic number: 2 Mass number: 4 Electron arrangement: 2 Appearance: colourless, odourless State at room temperature: gas Reactivity: completely unreactive |
Lithium (Li) Atomic number: 3 Mass number: 7 Electron arrangement: 2,1 Appearance: soft, silvery metal State at room temperature: solid Reactivity: reactive; discolours in air, reacts with cold water, stored in oil |
Beryllium (Be) Atomic number: 4 Mass number: 9 Electron arrangement: 2,2 Appearance: white, grey metal State at room temperature: solid Reactivity: does not appear reactive owing to a protective, layer of oxide |
Boron (B) Atomic number: 5 Mass number: 11 Electron arrangement: 2,3 Appearance: brown, black State at room temperature: solid Reactivity: chemically inert; only reacts with hot, concentrated acids |
Carbon (C) Atomic number: 6 Mass number: 12 Electron arrangement: 2,4 Appearance: dark grey slippery solid, black powder or glass-like gem stone (diamond) State at room temperature: solid Reactivity: reacts with air if heated |
Nitrogen (N) Atomic number: 7 Mass number: 14 Electron arrangement: 2,5 Appearance: colourless, odourless State at room temperature: gas Reactivity: unreactive; reacts with oxygen if heated with a platinum catalyst |
Oxygen (O) Atomic number: 8 Mass number: 16 Electron arrangement: 2,6 Appearance: colourless, odourless State at room temperature: Gas Reactivity: reactive; reacts with metals and non-metals – sometimes requires heat |
Fluorine (F) Atomic number: 9 Mass number: 19 Electron arrangement: 2,7 Appearance: pale yellow, pungent smell State at room temperature: gas Reactivity: very reactive; can etch glass |
Neon (Ne) Atomic number: 10 Mass number: 20 Electron arrangement: 2,8 Appearance: colourless, odourless State at room temperature: colourless, odourless Reactivity: completely unreactive |
Sodium (Na) Atomic number: 11 Mass number: 23 Electron arrangement: 2,8,1 Appearance: very soft, silvery metal State at room temperature: solid Reactivity: very reactive; stored in oil, tarnishes rapidly in air, reacts with water (melts) |
Magnesium (Mg) Atomic number: 12 Mass number: 24 Electron arrangement: 2,8,2 Appearance: silvery grey metal State at room temperature: solid (often kept as ribbon) Reactivity: reacts vigorously with air when heated, slowly with cold water, vigorously with steam |
Aluminium (Al) Atomic number: 13 Mass number: 27 Electron arrangement: 2,8,3 Appearance: shiny silver metal State at room temperature: solid Reactivity: tarnishes in air, forms a protective layer |
Silicon (Si) Atomic number: 14 Mass number: 28 Electron arrangement: 2,8,4 Appearance: grey, shiny, solid State at room temperature: solid Reactivity: unreactive |
Phosphorous (P) Atomic number: 15 Mass number: 31 Electron arrangement: 2,8,5 Appearance: Two forms: red phosphorous (powder) and white Phosphorous (pale grey solid – can be cut with a knife) State at room temperature: solid Reactivity: white phosphorous ignites in air and has to be stored in water; red phosphorous is unreactive |
Sulphur (S) Atomic number: 16 Mass number: 32 Electron arrangement: 2,8,6 Appearance: yellow State at room temperature: solid Reactivity: burns when heated in air; reacts with metals when heated |
Chlorine (Cl) Atomic number: 17 Mass number: 35 or 37 Electron arrangement: 2,8,7 Appearance: green, yellowy, pungent smell. State at room temperature: gas Reactivity: reactive; reacts with metals, especially if heated |
Argon (Ar) Atomic number: 18 Mass number: 40 Electron arrangement: 2,8,8 Appearance: colourless, odourless State at room temperature: gas Reactivity: completely unreactive |
Potassium (K) Atomic number: 19 Mass number: 39 Electron arrangement: 2,8,8,1 Appearance: extremely soft, silvery metal State at room temperature: solid Reactivity: stored in oil, tarnishes in air, catches fire when it reacts with water |
Calcium (Ca) Atomic number: 20 Mass number: 40 Electron arrangement: 2,8,8,2 Appearance: light grey metal State at room temperature: solid Reactivity: tarnishes in air, reacts with air on heating |
The real TV show Who Wants to be a Millionaire? has 15 questions. So that the game is not overly long in the classroom context, this is reduced to ten questions standing between your students and a (pretend!) million-dollar prize fund!
Each question is presented in a multiple choice format with one of the four choices being the only correct answer.
As the student progresses through the game, the questions become more difficult. Each question attracts a specific amount of money. The harder the question, the more money they win. Unfortunately for your students, unlike the TV show, they are only playing for prestige rather than real money.
Table R3.1 shows how much money each question is worth (using dollars). You can vary these amounts to suit your own classes.
Table R3.1 Value of each question in ‘Who Wants to be a Millionaire?’
Question | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Value in $ | 50 | 500 | 1,000 | 10,000 | 50,000 | 1,00,000 | 2,50,000 | 5,00,000 | 7,50,000 | 10,00,000 |
There are two safe levels, one at $1,000 and the other at $2,50,000. Once reached, your students cannot win less than that (imaginary!) amount. They can quit the game at any time and collect their winnings.
If the student gets the answer wrong or cannot provide an answer, they are eliminated from the game and the next student steps in. The new student starts over from scratch with a new set of questions.
Your students have three 'lifelines' at their disposal if they get stuck. They can use each lifeline only once during the course of the game, so they must not squander them. The lifelines are:
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