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Welcome to

7 WAY Games

7 WAY Games Develop Social and Academic Skills 

The WAY Game adds a little mystery and imagination to the school day. Students are more likely to be motivated and engaged if they know what they are doing has meaning and purpose, not to mention fun!

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Student legs

Multiple Intelligences 

- 7 Games - 7 Intelligences Developed.  Always play with a partner. Make Teams.

- Where Mystery and Imagination take center stage.

7 WAY Games

Answer It - Short answer format question. Best answer wins.

Act It - Improvise a scene with a partner.

Draw It - Best sketch wins.

Spell/Define It - Key vocabulary words.

Question It - Based on 20 Questions.

Speak It - Best talk.

Move/Groove It - A physical or musical challenge.

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Play Virtually with SMART Notebook
Templates for
the WAY Game

SMART Notebook Files 4 tools

The Seven Games of WAY

Learn to Play — Play to Learn

The WAY Game turns what students learn into seven different challenges. Questions and activities come from Game Cards, often created by students using their CAP Notes.

Games are ideally played two-on-two, although one-on-one competition also works. A Host presents the challenge, keeps time and helps the Judges determine the winner. Create and apply 'House Rules' where necessary.

 

1. Answer It

Similar to: Trivial Pursuit or a classroom trivia contest.

The challenge: Answer a question about something you've learned. Answers are usually short and written down.

How to win: Give the most accurate and complete answer within the time limit. Judges may use spelling, punctuation and neatness to break a tie.

 

Grade 3 instructions

  1. Listen carefully to the question.

  2. Work with your partner to think of an answer.

  3. Write your answer on your board or paper.

  4. Stop when the minute is over.

  5. Show your answer to the Judges.

 

Grade 7 instructions

Read or listen to the question from a Game Card. Discuss the answer with your partner, then prepare a clear, accurate written response within one minute. Judges compare answers for correctness and completeness. Writing conventions and presentation may be considered when answers are equally accurate.

WAY Tip: Read the entire question before answering. Sometimes a single word changes what is being asked.

 

2. Act It

Similar to: Charades.

The challenge: Act out a word, event, person, situation or idea connected to what you've learned.

How to win: Give the performance that best communicates the assigned idea. Judges decide which performance is more accurate, understandable and creative.

 

Grade 3 instructions

  1. Listen to what you must act out.

  2. Talk with your partner about what to do.

  3. Use your face, hands and body to show the idea.

  4. Finish before the minute is over.

  5. Let the Judges choose the best performance.

 

Grade 7 instructions

Working with your partner, create a short performance based on the Game Card. You may be asked to demonstrate a historical event, scientific process, character or situation. Use gestures, movement and expressions to communicate the concept. Judges evaluate accuracy, teamwork, creativity and clarity.

WAY Tip: Don't try to show everything. Choose two or three actions that make the idea easy to recognize.

 

3. Draw It

Similar to: Pictionary.

The challenge: Use a drawing to explain a curriculum idea or answer a question.

How to win: Create the drawing that communicates the concept most clearly and accurately. Artistic talent is less important than understanding.

 

Grade 3 instructions

  1. Listen to what you need to draw.

  2. Think about the important parts.

  3. Draw your picture on the board or paper.

  4. Add labels if the challenge allows them.

  5. Show your drawing when time is up.

 

Grade 7 instructions

Use pictures, symbols, diagrams or visual representations to demonstrate your understanding of the Game Card topic. Work together to organize the information and complete the drawing within one minute. Judges look for accuracy, relevant details, organization and clarity.

WAY Tip: A simple, well-organized diagram often explains more than a complicated picture.

 

4. Question It

Similar to: Twenty Questions.

The challenge: Discover a mystery person, place, thing or concept by asking questions.

How to win: Correctly identify the mystery answer using no more than 20 questions. If both sides succeed, Judges compare the number and quality of questions.

 

Grade 3 instructions

  1. Think about what the mystery answer could be.

  2. Ask questions that can be answered with yes or no.

  3. Listen carefully to each answer.

  4. Use the clues to make a guess.

  5. Try to solve the mystery before you reach 20 questions.

 

Grade 7 instructions

Work with your partner to identify an unknown curriculum-related person, place, object or concept. Ask up to 20 strategic yes-or-no questions, beginning with broad categories before narrowing the possibilities. Use each answer to eliminate alternatives and determine the mystery identity.

WAY Tip: Start with a big question such as “Is it living?” or “Is it a place?” before asking about small details.

 

5. Spell/Define It

Similar to: Spelling Bee or a vocabulary challenge.

The challenge: Correctly spell or define important words from the lesson.

How to win: Provide the most accurate spelling, definition or explanation, as required by the Game Card.

 

Grade 3 instructions

  1. Listen to the word.

  2. Think about how to spell it or what it means.

  3. Work with your partner.

  4. Write the word or explain its meaning.

  5. Check your answer before time runs out.

 

Grade 7 instructions

Demonstrate your understanding of curriculum vocabulary by accurately spelling terms, defining them or using them in context, depending on the Game Card instructions. Judges assess correctness, clarity and whether the explanation shows genuine understanding rather than simple memorization.

WAY Tip: When defining a word, try using it in a sentence or giving an example.

 

6. Speak It

Similar to: Impromptu Speaking or a mini-debate.

The challenge: Speak about a topic, explain an idea, defend an opinion or present an argument.

How to win: Deliver the clearest, most convincing and informative response within the time limit.

 

Grade 3 instructions

  1. Listen to your speaking topic.

  2. Think of two or three things to say.

  3. Speak clearly so everyone can hear.

  4. Give an example if you can.

  5. Finish when your time is up.

 

Grade 7 instructions

Prepare and deliver a short, organized response to the topic on the Game Card. You may be asked to explain a concept, compare ideas, present an opinion supported by reasons or defend a position. Judges consider accuracy, organization, reasoning, expression and effective communication.

WAY Tip: Use three parts: make your point, give a reason or example, and finish with a conclusion.

 

7. Move & Groove It

Similar to: Minute to Win It, movement games or musical challenges.

The challenge: Complete a physical, rhythmic, musical or movement-based activity related to a Game Card.

How to win: Perform the challenge successfully within the time limit. Judges consider completion, accuracy, coordination, creativity and teamwork as appropriate.

 

Grade 3 instructions

  1. Listen to the movement or music challenge.

  2. Make sure you have enough space.

  3. Work together with your partner.

  4. Move, dance, clap or complete the task.

  5. Stop when the minute is over.

 

Grade 7 instructions

Complete a physical or musical challenge that may involve coordination, rhythm, movement, performance or demonstrating a curriculum concept through action. Plan quickly with your partner, follow the activity rules and perform safely within the time limit. Judges assess the specific skills required by the Game Card.

WAY Tip: Cooperation matters more than speed. Make a quick plan before starting, and remember to keep everyone safe.

 

How the Seven Games Fit Together

The basic WAY Game format

  1. Students turn lesson content and CAP Notes into Game Cards.

  2. Teams are formed, and players compete two-on-two whenever possible.

  3. The Host presents the challenge and starts the timer.

  4. Three Judges compare performances and decide the winner, explaining their decision when appropriate.

  5. Each game win earns a point. Winning challenges also contributes to the larger WAY Game, where teams earn Pathfinder clues to identify the Mystery Kid.

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