Writing stories games


Fun Writing Games to Encourage Your Kids to Write

No one ever said that parenting was easy, especially if you’re one of those parents who is struggling with helping their kids with school work. Many children are not fans of writing or any activities that involve writing. Luckily for you, this list is a lot of different and exciting writing games to create a love of writing in your kids so they can write more and have fun doing it.

1. Telephone Pictionary

This game is really engaging and will promote creativity with your children while at the same time pushing them to write. If you have more players it will go better, and all you need is paper and pencils. Every player simply writes a sentence on the paper and passes the paper on. The next player will draw what is represented by the sentence and fold down the paper so only the drawing is visible, then passes the sheet.

The next player will write a sentence that describes the drawing and fold the sheet to keep only their sentence visible. The paper keeps going around in this way until it’s full. Then, all players can compare the original sentence with what happened later for laughs.

2. Story Telling

In this game, you also only need paper and pencils, and all kids will get to write a story together. Onboard, you can write the first sentence of the tale. Then, over the next two minutes, the children will write down the next step of the story. After two minutes, their paper goes to someone else who will continue the story. These papers go around a few times until such time as the story is done. Then, you can enjoy sharing the different and funny stories that were created.

3. Fill in the Blanks

For this game, you need some story sheets with blank spots. According to Rick Steele, an educator at Academized and Ox Essays, “to play, you just have to give the sheet to your child and they will fill in the blanks however they want by using their imagination. Then, you can read the finished story together afterward.

It can be difficult to get your children to write if they don’t like it, but there’s a lot of writing games that can make the process more exciting.

4. Birthday Cards

Every time there is a family birthday or special event, or during the holidays, you can get your children to write the birthday card. This will make them speak their thoughts about their family members as well as encouraging them to write in the process.

5.Cursive Name Writing

This game can be exciting to learn to write in cursive. You can take a sheet and fold it in half. Ask your children to write their names in cursive in large script, along the top of the folded crease. They can trace over the writing time and time again, then they can go over the folded piece until they create a mirror image on the other side of the sheet. Then they can cut out their names until the writing looks like a large bug.

6. Challenge for Vocabulary Terms

This game is better for children that can write comfortably and are more than six years old. You can give your child a new word and tell them what the meaning is. Then, Henrietta Fillon, a tutor at Big Assignments and Elite Assignment Help, says “you can challenge them to write a sentence with the new word in it. You can also ask your child to write a complete story about this word if you have time for it. You can also ask for drawings if they don’t enjoy writing much.”

7. Comic Strip Fun

This activity is better for older children who already know how to read and write, especially if they like storytelling. You can get some comic strips for your children and ask them to fill out the dialogue bubbles (which should be blank, to begin with). Then, challenge them to make it more exciting. They can also draw with crayons to make more colors and liven up the comic strip.

It can be difficult to get your children to write if they don’t like it, but there’s a lot of writing games that can make the process more exciting. By spending time with your children to focus on learning to write, they will prosper and learn to enjoy writing.


About the author: Ellie Coverdale, a writer for UK Writings and Essayroo, shares her thoughts and opinions on education and writing. She loves fostering a desire to read and write in children and stresses the importance of writing skills for all people, regardless of age. In her spare time, she teaches writing skills for Boom Essays.

10 Quick and Fun Writing Games Students and Teachers Love

The best writing games to engage students

A colleague of mine recently shared these ten great writing game ideas to improve literacy skills in the classroom.  They are simple to play and can be applied to nearly all year levels. 

These are some of the best writing games that require minimal or no setup time and are an excellent option for substitute teachers looking to quickly break the ice with students or English teachers just seeking fresh ideas to brighten up their lessons. Enjoy.

Remember that if you are looking for more excellent free resources and structured guides to teaching all aspects of English, especially writing, be sure to visit literacyideas.com.

Sentence Stretching

Start with a short sentence or group of words.  Pass it around to about 6 people, with the rule that each person must add (a word or a group of words) or change ONE word ( to another word or a group of words) to make the sentence more specific and more enjoyable.

Rebus writing

Students write sentences or longer texts and substitute drawings for nouns.

COMPLETE DIGITAL AND PRINT FUN WRITING UNIT

25 FUN and ENGAGING writing tasks your students can complete INDEPENDENTLY with NO PREP REQUIRED that they will absolutely love.

Fully EDITABLE and works as with all DIGITAL PLATFORMS such as Google Classroom, or you can PRINT them for traditional writing tasks.

Download from TpT

It’s in the bag

Place an object in a bag- ensure the students don’t see it. Students feel the object in the bag and use words to describe how it feels. They take it out and add /alter their adjectives.

Touch and tell

An object is passed around a group of students. Each student suggests an adjective to describe it.

Alternative

Students provide an adjectival phrase or clause to describe the object

Verb Draw

Students randomly select from a box a picture of an animal, person or object that moves. They brainstorm action verbs for the chosen object.

Alternative

The students can supply verbs and adverbs

They can supply adjectives or adjectival groups

Hot Seat

Read a text ( this case narrative), and at a particular point, stop and ask students to select a character and suggest, for example:

  • What the character is doing, thinking, and feeling ( focus on processes)
Change the meaning- change one word

Students locate and change one word that will alter the sentence’s meaning.

They share their alterations and discuss which part of speech was the most important in changing the meaning.

Locate and classify

Read a text and ask students to write nouns on cards ( red), adjectives (blue), and articles in orange. Rearrange words to create different noun groups. Students can also locate verbs ( green card) and adverbs (yellow). Rearrange all the words to create new sentences.

Alternative

Students can locate adjectival phrases, clauses, or adverbial phrases and write these on other coloured cards.

Grammar toss- Sentence making

Players must throw a 1 before they can begin. The winner is the first person to make a sentence that includes all of the following:

  1. A group of words that tell what or who ( singular)
  2. A group of words that tell when
  3. A verb in the past tense
  4. An adverb telling how
  5. A group of words telling where

They can then rearrange the sentence parts to see how many ways they can make another meaningful sentence.  

Alternative

Other parts of speech can be used for each number thrown.

Toss and write

Before the activity, a cube is prepared. Upon each face of the cube, a task is written that requires specific grammar knowledge. For example:

Make a sentence

Make a question

Provide two adjectives

Provide two verbs

Create a noun group (e.g. article, adjective/s noun)

Provide a noun and an adverb

Students select a subject ( noun) from a tin. They throw the cube, and whichever side of the cube faces up is the task they must attempt.

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Look no further for fun and engaging writing ideas that will make you the coolest substitute teacher in town.


The content for this page has been written by Shane Mac Donnchaidh.  A former principal of an international school and English university lecturer with 15 years of teaching and administration experience. Shane’s latest Book, The Complete Guide to Nonfiction Writing, can be found here.  Editing and support for this article have been provided by the literacyideas team.

Make up a story. Games that are very useful for the development of the child! 185 Easy Games Every Smart Kid Should Play

Make up a story. Games that are very useful for the development of the child! 185 Easy Games Every Smart Kid Should Play

WikiReading

Games that are very useful for the development of the child! 185 simple games that every smart child should play
Tatyana Shulman

nine0002 Content

Make up a story

One of the players is chosen as the leader.

Everyone except the presenter writes one word on pieces of paper and passes them to him.

Within ten to fifteen minutes, the presenter must compose a more or less coherent story in which all the given words will be used (in any sequence and in any form).

For example, the following words are given:

Sun, bench, night, home, school, friend, song. nine0007

With their help, you can compose at least the following story:

“When the sun rose, I saw a bench in the yard. Near my house, my friend sat on it all night. I asked him: “What happened?”

It turned out that he was afraid of being late for school. And so I sang songs all night long so as not to fall asleep.

It will be even more fun if all the players will write a story using the same given words. Then you can arrange a competition for the funniest, most romantic or most action-packed story. nine0003

This text is an introductory fragment.

Tell a story

Tell a story Do you remember the fairy tale about Little Red Riding Hood that your mother told you in childhood? What about the PowerPoint presentation you attended a few years ago? The secret of selective memorization (I’m sure that everyone remembers a fairy tale, unlike a presentation)

How to tell a story

How to tell a story The story told by the speaker activates the visual, auditory and kinesthetic sensations of the listeners. The day after your speech, they will not remember a word of what you said; only that they are

will remain in their memory

Exercise 3. Think of an ending for the story

nine0002 Exercise 3 This exercise is designed to develop the ability to compose stories on any given topic. The participant must tell a story that the facilitator has started, for example: "I received an anonymous letter that says:" I know,

Shorten history

Cut the story Telling your audience a story is a great way to answer a question, but for impromptu speech, it should be short. Your task is to reduce it as much as possible. If the story consists of several events, reduce them to one - the most important. If

Raising a Natural Reader: Play the Story in Faces

Raising a Natural Reader: Play the Story in Faces If the illustration is of a broom, picture it shuffling across the floor. Pretend that you want to eat the food that is on the table in front of the hero. This will help your child learn the concept of the word - cornerstone

Raising a Natural Reader: Play the Story in Faces

Raising a Natural Reader: Play the Story in Faces When you see a broom in the picture, pretend it is shuffling across the floor, or pretend that you want to eat the food of the drawn character. So you will help the child to correlate concepts with words, which, in fact, is

Come up with more than me

Come up with more than me The essence of the game is to come up with as many words as possible, where there are two consonant letters that you have chosen in advance. For example, if you have chosen the letters "M" and "K", then the words can be: Carrot, MaK, KoMar, aKvaMarin etc. All words must be

Change history

change history Children like to predict what will happen next in a fairy tale or story. You can have fun changing the story beyond your child's expectations and see if he catches you! What you'll need: • Fun picture book • Handy

Norland. Simulator of stories you don't expect. Developer Interview - DTF 9 Games0001

1508 views

Hello everyone, Aggarh is in touch! Your attention is an interview with Dmitry Glaznev - the developer of the game Norland. How they came to such a life, read in this article!

Hello! Say a few words about yourself and the Norland project for readers.

My name is Dmitry Glaznev and we, Long Jaunt, are developing the Norland game. We define its genre as strategy story generator. It is a complex game with a lot of semi-autonomous pawns, based on a city builder in an early medieval setting. You play as a noble family of three to seven lords who govern a city-state populated by dozens of independent pawns of various classes. nine0003

How did the idea of ​​creation come about? How it all began?

Well, I've always been interested in the phenomenon of civilization, especially in the city, and I've always wanted to do something of my own in this genre. The current city builders are focused on the economic and logistical aspect, but I have always been more interested in the social. It was the division of society into classes and the allocation of the elite - the point where the history of cities and our civilization as a whole began. It was interesting for me to make a game with an emphasis on the human side of the city. nine0003

Inspired by games such as Rimworld, Crusader Kings and Caesar. Why them, and how did they influence?

Not only these. We really have a strong influence from Majesty and The Guild. In any case, we are talking about a system of semi-autonomous actors, driven by their needs, invented by Will Wright (SimCity, The Sims and Spore.).

The

Caesar has always inspired me with its implementation of surveillance of urban life, the economy and the seamlessly integrated military component. nine0003

From Crusafer Kings, we want to take intrigue, a more complex global map than Rimworld, complicated relationships between elite actors, and their excellent multi-level hint system.

Rimworld inspired me with the visual style and interface that "casualized" the Dwarf Fortress system. This is the quintessence of a complex, but accessible to the masses of players, multi-part system that generates unexpected interactions - the kind of genre that we want to try to develop in Norland. nine0003

"Your subtitle talks about 'story generation'. Why this genre? What stories will you generate and how? »

The term itself entered the game not so long ago. The three pillars it stands on are, in my opinion, The Sims, Dwarf Fortress (and as an offshoot of Rimworld) and Paradox's grand strategy. These games, whose mechanisms interact in often unpredictable ways, are based on a highly complex, multi-core simulation system in which semi-autonomous or autonomous actors operate, and parts of which sometimes interact with each other in unpredictable ways, each time causing complex emotions in the player and at the same time a unique gaming experience almost every session. nine0003

I think this is the most interesting and gameplay-leading area of ​​modern games! We are trying to make our contribution by complicating not the physical world in which the pawns live, but the social one. If in colony simulators your main enemy is an unfriendly world, then in Norland these are other pawns that live on the same map with you and which you do not control.

You and the team. Tell us who these people are and how they were part of the development? nine0003

Briefly, the story looks like this. It all started with the mobile game I Am Innocent, which provided start-up capital. Then Roman Erfilov joined the team, and we made a couple more games in the same style to strengthen our position. After that, we decided to give up mobile games and use the money we earned to make the game in an atmosphere of creative freedom, especially since Roman is an old fan of Dwarf Fortress. During development, we hired a few more young programmers. And we outsourced the graphics and the rest. nine0003

Development, as it was seen from the very beginning? What changes were made in the process? What turned out to be more difficult, what was easier, and what was just fun?

We have been developing the game for more than two and a half years, and the other day we just asked ourselves, have we changed a lot? We picked up the story in the Gita and it turned out that very little has changed, given the number of experimental features that we have developed.

nine0002 Perhaps the most interesting change was the needs that our actors have. The thing is, unlike the tribal egalitarian structure of Rimworld, physiological needs like food, sleep, and toilets aren't as important to the elite pawns we primarily manage in Norland. No matter what happens, they will almost always have food and shelter. This required introducing them (and everyone else) to more complex, psychological needs such as Righteousness. Initially, we introduced things like the desire for Risk and the desire for Virtue, but then we abandoned them, since the ways to satisfy them were not obvious. nine0003

Visual. Strongly reminiscent of Rim World, but at the same time it is noticeably distinguished by the author's style. How and why did you come to him?

If my memory serves me right, Rimworld came to this style almost simultaneously and independently together with the creators of Prison Architect. Maybe they were influenced by South Park in turn. Be that as it may, the style has two important advantages. Firstly, it saves on animations, which are known to eat up a huge amount of money and time, and secondly, and most importantly, it allows you to control large complex systems with a top-down view, while keeping attention on the pawn pieces. nine0003

It was possible to increase the face of the pawns, while maintaining the dimensions, by reducing the legs. At the same time, it was necessary to try so that they did not become too cartoony compared to a more or less realistic environment.

Usually a city builder, this is a game about architecture, the characters are more for decoration. But, since the social aspect is much more important in Norland, we needed a style that allows you to quickly find characters on the map, understand what they are doing and recognize them by their faces without taking additional actions. nine0003

The game already now has an amazing amount of sounds and music perfectly matched and integrated into the gameplay. How did the sounds of Norland come about?

The voice acting of the game is being actively worked on. We found an excellent musician who can make good melodies - this is a rarity, by the way. Anyone can master FL Studio nowadays, but creating melodies that are somehow distinguishable from AI-generated ones is already much more difficult. You have to be a practicing musician playing live instruments. We are very glad that we found such a person in Vyacheslav (VM-Sound). nine0003

The game has a huge number of game mechanics and subsystems. Which of the large list are key? What would you yourself draw the attention of the reader, and later the player?

Since we do not have an egalitarian colony at the core, but a city-state with a monetary economy, which is inhabited not by a few equal pawns, but many times more, besides having different classes, we had to come up with many different systems. For now, I will just list them, and we will arrange a detailed display and analysis in the near future. nine0003

  • Population classes: lords, peasants, slaves, warriors, criminals, priests.
  • Crimes and executions.
  • Organized religion, fanaticism and mass rituals.
  • Communities - sects, mass movements, secret societies, professional guilds.
  • Mass uprisings - religious, slave uprisings, military uprisings of disaffected lords. nine0179
  • Knowledge system through the purchase, study and writing of books.
  • Birth of children, inheritance of traits and death from old age.
  • Intrigues of lords, murders, poisonings, betrayals, struggle for the throne.
  • Live global map with text adventures, special locations like universities, random events like barbarian invasion or civil war among neighbors. nine0179
  • Fight involving dozens of fighters

Some of this is already working, some is about to work, some will be implemented after the release - but we already know how!

Bug, easter egg, feature. Funny, funny moments during development. Perhaps some funny or strange ideas or accidents that happened to the team/in the game and were left behind?

nine0002 Of course! For example, we have priests of the Mother Sophia Church, and their duties include burial through cremation of corpses, as well as caring for the sick. We also have large raftwolves in our forests. Most often, raftwolves attack lumberjacks, and local priests are often forced to go into the forest for their corpses in order to bury them in a human way. But the corpses also attract other raftwolves, so the mortality rate among the priests was quite high. And those who survive are usually already well-pumped fighters. And then one day I observe a strange scene - the priest leaves the house at night and goes into the forest. What for? It turned out that there, under a bush, lies a raft wolf wounded by the priest himself in a fight, and the priest considered that there was no difference between the villagers and this animal, so he went to him every night to bandage his wounds and console him with a conversation. Formally, this is a bug, it should take care of people, but in the end we decided to leave everything as it is. nine0003

What is the status of the project now? When can we expect a release? Waiting for DLC? How long will the game be supported with content?

Now we are almost done with the town-planning economic base, relations between lords, the knowledge system, the birth and death of characters, crime and much more.

Finishing the global map and intrigues. There is still a lot to go, but we continue to believe that this fall we will be able to go to release - or at least in early access. Initially, we wanted to immediately go to the full release, but the community dissuaded us. Moreover, during this time many interesting things have been added to the development plan (for example, the communities mentioned above) that we do not have time to do in the planned time. In any case, it will be on 90% is a complete and highly polished game.

DLC, as well as mod support, we will begin to deal with immediately after the release of vanilla.

It will be supported as long as financially possible.

You interact a lot and closely with the community. How does this communication go and how does it affect the development process.

Well, I was a little afraid to go out in public, but it turned out that the Russian-speaking gaming community (maybe only the part that is into complex games, I don't know) is very nice, smart and friendly. In terms of the culture of online communication for me, this is almost a model, compared to what I see in other, non-gaming communities. Their feedback has already made a lot of changes and ideas to the game, and their thinking, culture and willingness to selflessly help makes me optimistic about the Russian-speaking Internet.


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