Games with compound words


20 Cool Compound Word Games for Kids

//  by Jane Brooks

Learning about vocabulary is no longer confined to dittos and boring worksheets. From online gamified lessons to interactive sensory activities, learning about literacy is more engaging than ever. We have curated a list of twenty fantastic activities to learn all about compound words.

From literacy centers to individualized assignments, the list below has something for every student and teacher. Introduce compound words with a classroom sing-along or a collaborative class anchor chart.

Compound Word Online Games

1. Guess the Word

Students have several seconds to guess the compound word. Each round the students see 2 or more pictures. Children combine the picture words to create their compound words.

Learn More: Games 4 ESL

2. Nearpod

This online learning platform has multiple lessons and gamified practice opportunities for students. Teachers can filter by subject and grade. Lessons can be student-paced, where students work through the lesson on their own, or teacher-taught with students interacting with the lesson in real time. This is a great option for virtual learning days.

Learn More: Nearpod

3. Wordville.com

If you are looking for multiple levels of compound word online games, Wordville should be your go-to. It offers an online matching game where students pick different cards. If the cards do not create a compound word, the student is prompted to pick again.

Learn More: Wordville

4. Quia

Quia presents another version of the compound matching game. In this online game, memory meets matching. Students have to keep track of where the words are to create the correct compound words.

Learn More: Quia

5. EZSchool

EZ School offers three games. One is a traditional matching game. Another has students choose an elephant who is carrying a word that fills in the blank for the word given. The final option asks students to help the elephants cross the river by choosing the correct words to answer the clue.

Learn More: EZ School

Compound Word Literacy Stations

6. Blooming Compound Words

This is a ready-to-go lesson for your literacy center. Students will work on their compound word skills along with fine motor skills. Students match flower petals to the flower center to form several compound words. They get additional practice writing out the word on their answer sheet.

Learn More: Stgiles School

7. Find the Compound Word

Another great literacy center activity where students get to search for the compound words in bins filled with rice or beans. Add a sensory component and make learning about compound words enjoyable. Students match the compound word pictures they find on their printable chart upon which the compound words are written.

Learn More: Happy Teacher Mama

8. Compound Word Puzzles

Create your own compound word puzzles. This is a great activity for 1st and 2nd-grade students who can work on literacy, motor, and critical thinking skills. This is a fun hands-on option for literacy stations.

Learn More: The Curriculum Corner

9. Monster-Themed Compound Word Spinners

Looking for interactive activities for your compound word literacy center? Check out these crafty monster spinners. The spinners demonstrate how words can be joined together to form compound words.

Learn More: A Plus Teacher Club

10. Picture Addition

Using picture word cards and math symbols, students create compound words. You can do these as printable worksheets or create your own manipulatives.

Learn More: The Candy Class

Compound Word Activities

11. Compound Word Clip Cards

Work on motor skills and word skills with this hands-on activity. It is perfect for Pre-K - 1st grade. Use laminated compound word picture cards and clothes pins to create this one. The top has two pictures that create one compound word. Students mark the correct picture of a compound word out several on the bottom of the card.

Learn More: Homeschool Rebecca Reid

12. Compound Word Flip Book

There are multiple printables available online to create compound word flip books. You can have students work on fine motor skills also by cutting on the lines. When the foldable is finished students look at the pictures to decipher the compound word. They open the flip book to check their answers.

Learn More: Teacher's Clipart

13. Compound Word Pocket Books

Check out Scholastic's online pocketbook offerings. You can print individual students' pocketbooks to take home and practice. Many are formatted so that students can color them as well.

Learn More: Scholastic Teachables

14. Vocabulary A-Z

This website offers many vocabulary study topics, including both printable and digital options. Among the printable options, you can choose from a simple matching activity to compound word quizzes.

Learn More: Vocabulary A-Z

15. Compound Words Toothy 

Students view premade compound word equations on cards. They write their answer on the toothy board. If their answer is correct, they get to add another tooth to the face. This activity can be done as a group or individual activity as students can check themselves from the back of the word cards.

Learn More: Lucky Little Learners

Compound Word Games for the Classroom

16. Guided Readings

Get Epic is a favorite for all types of online book access. You can choose ones specifically to target compound words. Students can read along with you, do a choral reading, or read independently.

Learn More: Get Epic

17. Compound Word Poster

Jazz up your normal poster by adding a compound word of the day. You can find printable versions of compound word posters or buy them from online teacher supply vendors.

Learn More: Teach With Me

18. Compound Word Songs

Put compound words to music and have the students sing along. You can also find ready-made songs to sing with your class on Youtube.

Learn More: Jack Hartmann Kids Music Channel

19. Compound Word Pocket Chart 

Create or purchase compound word wall cards. Use a pocket chart to create words with the cards. This is a great classroom activity to begin talking to students about compound words. You can also turn these into interactive literacy activities by putting them at the student level as a station.

Learn More: Walmart

20. Anchor Charts

Create a compound word anchor chart that defines the concept and has a few examples. Have students think of their favorite compound word and add it to the chart. This activity not only creates a visual reference for students during independent work but also provides them with a sense of ownership over the learning process.

Learn More: Pinterest

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Category: Classroom Ideas

The 8 Best Compound Word Activities You Need to Try

What do meatballs, butterflies, and cowboys have in common? Not much unless you are teaching compound words to your students this week. This topic can be so fun to teach because of the many different ways you can approach it. Whenever possible, I try to make sure all types of learners’ needs can be met through teaching and activities. I put together a list of some of my favorite compound word activities.

Some of these activities are perfect to use in morning work or literacy stations after students know how to do them. Introduce them during whole group time and then let students keep practicing. These compound word activities were always a hit in my classroom. Most importantly, they helped my students really learn and understand this concept. 

Before I jump into the list, I want to share the Compound Words Activities unit. It has everything you’ll need to be totally set for the week teaching compound words. It has a fun character and chant to help you introduce compound words. This unit also has a pocket book, flip book, and picture puzzles. It makes teaching compound words a breeze!

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1. Use a song to help you introduce or review compound words. 

I love a fun song and video to either kick-off a new concept or to review as we learn. Dr. Jean’s Compound Boogie song is catchy and has great coordinating pictures. It has plenty of examples so your students will really get the hang of it. View it HERE.

2. Create an anchor chart for students to refer to. 

A good anchor chart helps make learning visible and accessible to students. It serves a visual reference for students to look to. I love to make one with the definition of a compound word and a few examples. Then, as the week goes on, we’ll take a minute or two each day and add more examples as students come up with them. 

Another fun anchor chart to make is compound words that are food. There are so many! I did this as interactive writing. My students loved adding to this chart!

3. Use read alouds for students to practice listening for compound words. 

Read alouds are powerful tools that can help reach auditory learners, build background knowledge, and help grow strategic readers. Read alouds also help you integrate topics, like compound words, throughout the day. While you read, have students listen for compound words. You can have them raise their hands when they hear one. Here are a few books to use for compound words:

  • Cloudy with a Chance of Meatballs by Judi Barrett
  • If You Were a Compound Word by Trisha Speed Shaskan
  • Thumbtacks, Earwax, Lipstick, Dipstick: What Is a Compound Word?  By Brian P. Cleary
  • Once There Was a Bull…Frog by Rick Walton

4. Use Duplo blocks for hands-on practice. 

Write words on the blocks by using my favorite Post-It tape on shorter Duplo blocks. Have students place two short Duplo blocks together on a longer one to make a compound word. If you have very low-level readers, you can simply add pictures. You can have students write the new compound word they created and illustrate it if you want something you can check afterward. 

5. Implement self-checking puzzles.

Puzzles are such a great way for students to use their hands and brains while learning. Self-checking puzzles help students immediately see if their thinking is correct or not. Just write a word and draw a simple picture on each side of a notecard. For example, tree and house. Make a unique cut, like a zig-zag, and cut the notecard in half. Create several of these and mix them up. 

In my Compound Word Activities Unit, I have this activity already done for you. Plus, there’s a recording page to make it easy for students to jot down their matches and for you to check them. 

6. Introduce hands-on games to reinforce learning. 

Most students in kindergarten, first grade, and second grade know how to play memory. Add a twist to the classic game with compound words. After you introduce this and model how to play, let students practice. Then, you can use it during morning work or in a word work or game literacy station.

  1. Make picture word cards for the compound word and its two individual words. For example, treehouse, tree, and house. 
  2. Do this for several compound words. 
  3. Next, flip the cards facedown.
  4. Students take turns flipping over three cards, saying/reading each one.  
  5. Finally, if they flip over the three cards that go together (tree, house, and treehouse), they get to keep them and get a point. 

7. Use online games.

There are several games online that you could use to let students practice identifying and making compound words. If you have iPads, you could use them in literacy stations. Check out what I found on YouTube. 

  • The Guess the Word Challenge is a video that shows two pictures. Students have to guess the compound word before the clock countdown ends. 
  • Similarly, The Compound Word Game is very similar. The main difference is this game does have some audio of someone saying the name of each picture, and the other game has no audio. 

You can have students play two ways:

  1. Think, pair, and share the answer. Give a thumbs up or down if their partner got it correct.
  2. Let students write or draw the answers on whiteboards and hold them up to show you.  

8. Sort compound words and not compound words. 

Sorting is one of the higher-level compound word activities on Bloom’s Taxonomy. Show some examples of compound words with pictures and words that are not compound words. Have students sort them. 

If you want this activity already all planned and done for you, my Compound Word Activities has this activity in it. Students make a pocket book and sort the pictures. I love sorting this way because it’s interactive, and the students can take the pieces out, mix them up, and sort them again. 

These eight compound word activities will be sure that the different types of students’ learning needs are met and support your ELL students, too. Remember that with any concept you teach, it’s important to add variety to your lessons and activities. As a result, students will be engaged and learn more effectively.

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Do you have any must-do compound word activities? Leave a comment and let me know!

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Compound Word Activities Unit : This unit has interactive activities to help you teach compound words and help your students master this standard. It includes: 

  • Fun Compound Word Chant
  • Compound Connection Puzzles (18 picture puzzles and recording sheets)
  • Compound Connie (character used to help introduce the concept with activities)
  • Pocket Book for Compound Word Sort
  • Compound Flip Book (creating compound words)

Want to use the latest research to boost your readers during small groups? This FREE guide is packed with engaging ideas to help them grow!

Word games • Arzamas

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Primer “A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Oral games

Associations

Game for a big company. The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Upon returning, the player asks the others questions - what flower do you associate this person with, what vehicle, what part of the body, what kitchen utensils, etc. - in order to understand who is hidden. Questions can be very different - this is not limited by anything other than the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts. If the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although the classic version of "associations" is still a hermetic game.

Game of P

A game for a company of four people, an interesting variation on the "hat" theme (see below), but does not require any special accessories. One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter "p" (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "I built - I live." If you couldn’t guess right away, you can throw up additional associations: “building, premises, space, the simplest concept ...” And at the end add, for example, “Perignon” - by association with Dom Perignon champagne. If the guessers are close to winning, then the facilitator will need comments like “about”, “approximately”, “almost right” - or, in the opposite situation: “bad, wait!”. Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

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Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Say the Same Thing

An upbeat and fast-paced game for two, named after a video clip by the inventive rock band OK Go, from which many people learned about it (the musicians even developed a mobile application that helps to play it from a distance, although it is currently unavailable). The meaning of the game is that on the count of one-two-three each of the players pronounces a randomly chosen word. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next time, two or three, both pronounce a word that is somehow connected with the previous two, and so on until the desired coincidence occurs. Suppose the first player said the word "house" and the second player said the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say "store". But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since it’s impossible to repeat - neither the store nor the refrigerator will fit, and you will have to think, say, before "refrigerator" or "IKEI". If the original words are far from each other (for example, "curb" and "weightlessness"), then the gameplay becomes completely unpredictable.

Characters

A game for the company (the ideal number of players is from four to ten), which requires from the participants not only good imagination, but also, preferably, a little bit of acting skills. As usual, one of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain "b", "s" or "b" do not fit). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word. Imagine, for example, that a company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will be with indoor, the second - t erpel, the third - a secondary, the fourth - p asylum, the fifth - and mane and sixth - to ovary. The returning player is greeted by a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image. The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Recognize the song

A game for a company of four to five people. The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each word. For example, the song “Let there always be sun” is guessed: one player gets the word “let”, the second - “always”, the third - “will be”, the fourth - “sun”. The host returns and begins to ask questions - the most varied and unexpected: "What is your favorite city?", "Where does the Volga flow?", "What to do and who is to blame?". The task of the respondents is to use their own word in the answer and try to do it in such a way that it does not stand out too much; you need to answer quickly and not very extensively, but not necessarily truthfully. Answers to questions in this case can be, for example, “It’s hard for me to choose one city, but let today it will be Rio de Janeiro" or "Volga - into the Caspian, but this does not happen always , every third year it flows into the Black". The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

Tip

A game for four people divided into pairs (in principle, there can be three or four pairs). The mechanics is extremely simple: the first player from the first pair whispers a word (a common noun in the singular) into the ear of the first player from the second pair, then they must take turns calling their associations with this word (in the same form - common nouns; cognate words cannot be used ). After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed - and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move. For example, suppose there are players A and B on one team, and C and D on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair of C and D scores a point, but if he says, for example, "youth", then the move goes to player A, who, using the word "age" suggested by C (but discarding the irrelevant to the case "youth" from D), says to his partner B: "age, man." Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that it is about the age when boys turn into men), then C, to whom the move suddenly returned, will say " age, man, eightieth birthday”, and here, probably, “old man” will be guessed. In one of the variants of the game, it is also allowed to "shout": this means that, having suddenly guessed what was meant, the player can shout out the option not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
IPU

Game for a big company. Here we are forced to warn readers that, having seen this text in full, you will never be able to drive again - the game is one-time.

Spoiler →

First, the player who gets to drive leaves the room. When he returns, he must find out what MPS means - all that is known in advance is that the bearer of this mysterious abbreviation is present in the room right now. To find out the correct answer, the driver can ask other players questions, the answers to which should be formulated as “yes” or “no”: “Does he have blond hair?”, “Does he have blue eyes?”, “Is this a man?”, “He in jeans?", "Does he have a beard?"; moreover, each question is asked to a specific player, and not to all at once. Most likely, it will quickly become clear that there is simply no person in the room who meets all the criteria; Accordingly, the question arises, according to what principle the players give answers. "Opening" this principle will help answer the main question - what is MPS. The Ministry of Railways is not the Ministry of Communications at all, but m oh p equal s seated (that is, each player always describes the person sitting to his right). Another option is COP, to then about answered n last (that is, everyone talks about who answered the previous question).

Contact

A simple game that can be played with a group of three or more people. One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words with this letter, asking questions about them and checking if the presenter guessed. The facilitator's task is not to reveal the next letters in the word to the players for as long as possible. For example, a word with the letter "d" is guessed. One of the players asks the question: “Is this by chance not the place where we live?” This is where the fun begins: the host must figure out as quickly as possible what the player means and say “No, this is not“ house ”” (well, or, if it was a“ house ”, honestly admit it). But in parallel, other players also think the same thing, and if they understand what “house” means before the leader, then they say: “contact” or “there is contact”, and start counting up to ten in chorus (while the count is going on, the presenter still has a chance to escape and guess what it is about!), and then they call the word. If at least two matched, that is, at the expense of ten they said “house” in chorus, the presenter must reveal the next letter, and the new guesser version will already begin with the now known letters “d” + the next one. If it was not possible to beat the host on this question, then the guessers offer a new option. Of course, it makes sense to complicate the definitions, and not ask everything directly - so the question about "home" would sound better like "Is this not where the sun rises?" (with a reference to the famous song "House of the Rising Sun" by The Animals). Usually, the one who eventually gets to the searched word (names it or asks a question leading to victory) becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Writing games

Encyclopedia

Not the fastest, but extremely exciting game for a company of four people - you will need pens, paper and some kind of encyclopedic dictionary (preferably not limited thematically - that is, TSB is better than a conditional "biological encyclopedia"). The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article. The presenter, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the “articles” are shuffled and read out by the presenter in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and points are distributed. Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version. After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. You can also play this game in teams: come up with imaginary definitions collectively. The game "poems" is arranged in a similar way - but instead of a compound word, the host selects two lines from some little-known poem in advance and invites the participants to add quatrains.

Game from Inglourious Basterds

A game for a company of any size that many knew before the Quentin Tarantino film, but it does not have a single name. Each player invents a role for his neighbor (usually it is some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but does not know who they are. The task of the participants is, with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”), to find out who exactly they are. In this form, however, the game exhausts itself rather quickly, so you can come up with completely different themes and instead of famous people play, for example, in professions (including exotic ones - "carousel", "taxidermist"), in film and literary heroes (you can mix them with real celebrities, but it’s better to agree on this in advance), food (one player will be risotto, and the other, say, green cabbage soup) and even just items.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Bulls and cows

A game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls. Let's imagine that the word "eccentric" is conceived. If the guesser says “dot”, then he receives an answer from the second player: “three cows” (that is, the letters “h”, “k” and “a”, which are in both “eccentric” and “dot”, but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position. As a result, sooner or later, it is possible to guess the word, and the players can change places: now the first one will guess the word and count the bulls and cows, and the second one will name his options and track the extent to which they coincide with the one guessed. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Intellect

Writing game for the company (but you can also play together), consisting of three rounds, each for five minutes. In the first, players randomly type thirteen letters (for example, blindly poking a book page with their finger) and then form words from them, and only long ones - from five letters. In the second round, you need to choose a syllable and remember as many words as possible that begin with it, you can use single-root ones (for example, if the syllable "house" is selected, then the words "house", "domra", "domain", "domain", "brownie", "housewife", etc.). Finally, in the third round, the syllable is taken again, but now you need to remember not ordinary words, but the names of famous people of the past and present in which it appears, and not necessarily at the beginning - that is, both Karamzin and McCartney will fit the syllable "kar" , and, for example, Hamilcar. An important detail: since this round provokes the most disputes and scams, game participants can ask each other to prove that this person is really a celebrity, and here you need to remember at least the profession and country. Typical dialogue: "What, you don't know Hamilcar? But this is a Carthaginian commander!” After each round, points are counted: if a particular word is the same for all players, it is simply crossed out, in other cases, players are awarded as many points for it as the opponents could not remember it. In the first round, you can still add points for especially long words. Based on the results of the rounds, it is necessary to determine who took the first, second, third and other places, and add up these places at the end of the game. The goal is to get the smallest number at the output (for example, if you were the winners of all three rounds, then you will get the number 3 - 1 + 1 + 1, and you are the champion; less cannot be purely mathematical).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Frame

A game for any number of people, which was invented by one of the creators of the Kaissa chess program and the author of the anagram search program Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to “stretch” vowels (as well as “й”, “ь”, “ъ”) onto the frame to make existing words. Consonants can be used in any order, but only once, and vowels can be added in any number. For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with more words (as usual, these should be common nouns in the singular). The game can be played even with one letter, for example, "l". The words “silt”, “lay”, “yula”, “aloe”, “spruce” are formed around it, and if we agree that the letter can be doubled, “alley” and “lily”. If the standard "framework" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

Chain of words

Game for any number of players. Many people know it under the name "How to make an elephant out of a fly", and it was invented by the writer and mathematician Lewis Carroll, the author of "Alice". The “chain” is based on metagram words, that is, words that differ by only one letter. The task of the players is to turn one word into another with the least number of intermediate links. For example, let's make a "goat" from a "fox": FOX - LINDE - PAW - KAPA - KARA - KORA - GOAT. It is interesting to give tasks with a plot: so that the “day” turns into “night”, the “river” becomes the “sea”. The well-known chain, where the "elephant" grows out of the "fly", is obtained in 16 moves: FLY - MURA - TURA - TARA - KARA - KARE - CAFE - KAFR - MURDER - KAYUK - HOOK - URIK - LESSON - TERM - DRAIN - STON - ELEPHANT (example of Evgeny Gik). For training, you can compete in the search for metagrams for any word. For example, the word "tone" gives "sleep", "background", "current", "tom", "tan" and so on - whoever scores more options wins.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Hat

A game for a company of four people, requiring simple equipment: pens, paper and a “hat” (an ordinary plastic bag will do). Sheets of paper need to be torn into small pieces and distributed to the players, the number of pieces depends on how many people are playing: the larger the company, the less for each. Players write words on pieces of paper (one for each piece of paper) and throw them into the "hat". There are also options here - you can play just with words (noun, common noun, singular), or you can play with famous people or literary characters. Then the participants are divided into teams - two or more people each; the task of each - in 20 seconds (or 30, or a minute - the timing can be set at your own choice) to explain to your teammates the largest number of words arbitrarily pulled out of the "hat", without using the same root. If the driver could not explain a word, it returns to the hat and will be played by the other team. At the end of the game, the words guessed by different representatives of the same team are summed up, their number is counted, and the team that has more pieces of paper is awarded the victory. A popular version of the game: everything is the same, but in the first round the players explain the words (or describe the characters) orally, in the second round they show in pantomime, in the third round they explain the same words in one word. And recently a board game has appeared, where you need not only to explain and show, but also to draw.

Telegrams

Game for any number of players. The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will be the beginning of the first word, the second - the second, and so on. For example, the word "fork" is selected. Then the following message can become a telegram: “The camel is healed. I'm flying a crocodile. Aibolit". Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.

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Sources

  • Balandin B. B. Big book of intellectual games and entertaining questions for smart people and smart girls.

    M., 2008.

  • Bocharova A. G., Goreva T. M., Okun V. Ya. 500 wonderful children's games.

    M., 1999.

  • Geek E. Ya. Entertaining mathematical games.

    M., 1987.

  • Fedin S. N. The best games with words.

    M., 2001.

  • Firsova L. M. Games and entertainment. Book 1.

    M., 1989.

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The most needed games Compound words

The most needed games Compound words are designed for children with speech development problems. Game material is presented in the form of diagram cards, color large pictures and small color cards with a contrasting image of objects, which allows you to work with children with visual impairments. The essence of the game is as follows: a picture (image) is invented for each part of a compound word. Thus, the whole word is sketched schematically, and the child, using a graphic image, reproduces it in its entirety. Each big picture combines words with one common root, and the child must finish the second part of the word himself, relying on the hint pictures shown on the small cards. The numbers on the large pictures and small colored cards correspond to the number of the diagram card. The names of objects and the meaning of words should be spoken in advance. This preliminary work contributes to the enrichment of the vocabulary, the formation of a conceptual framework and the assimilation of the meaning of the word, the development of coherent speech.

With the allowance, the child must work with an adult. In the course of such exercises, ways of forming compound words should be repeatedly played with a sufficiently large number of examples for a specific root so that children understand their meaning and in practice master the general principle of their formation. It is important to monitor the distinctness of the pronunciation of complex words and not ignore mistakes. For children who read, the components of complex words are written in empty squares. Before choosing a small card, the child can read the word, which helps to consolidate reading skills, develop language analysis and synthesis.

The cards in the set are very bright and colorful, so they will undoubtedly attract the attention of the child and entice them into the learning process. Games help develop associative thinking, visual and auditory attention, and imagination. Facilitate the assimilation of the semantic meaning and understanding of the morphemic composition of compound words. Develop speech processes. You can play both in individual lessons and in groups. The manual attached to the manual describes in detail the types of games, but in addition to them, based on the proposed materials, you can come up with your own options for games and exercises.

Contents: 4 chart cards, 27 large color pictures, 27 small color cards, instructions.

Weight: 160 g.

Material: cardboard.

Packing: folder.

Packing size: 290x210x3 mm

You can buy the most needed games Complicated words in Novosibirsk in the store of educational and board games "Pochemuchek Games"

Code: 907528
Age: 5 to 7 years old
Gender: Boy Girl

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