The more
that students can use their imaginations, the more it improves academic
learning and self-esteem. With The Whole Brain
Game - It's Not What You Think But How You Think It,
free-thinking is rewarded. Creativity and brainstorming is the first
step to so many kinds of thinking, problem-solving, and discovering
new possibilities.
Students can play individual competition or in teams. The
Whole Brain Game - It's Not What You Think But How You Think It
can be played with early learners, skilled readers teaming
up with less-skilled readers, or, if the students are very young, the
teacher can read questions for the students. The
Whole Brain Game - It's Not What You Think But How You Think It
is the quintessential embodiment of "Out of the mouths of babes."
The Whole Brain Game - It's Not What You Think
But How You Think It can bring the element of challenge
to your classroom as students make unusual and creative associations.
The model of this game can be used for so many classroom activities,
which are discussed here in this pamphlet.
Success at the game is based on how students use what they know to follow
various thinking paths. Previous specific knowledge or demonstrated
past academic skill is only marginally important for game success. All
students can participate, compete, and succeed. Because the The
Whole Brain Game - It's Not What You Think But How You Think It
is not based on specific knowledge, it doesn't measure thinking styles
narrowly. Instead the The Whole Brain Game
- It's Not What You Think But How You Think It helps
students reach their own potential.
The Whole Brain Game - It's Not What You Think
But How You Think It rewards an abundance of answers,
and evaluation of responses is liberal and delayed. This gives license
and encouragement for creative thought. Ideas, no matter how far-fetched
they might be, are rewarded. If on occasion these far-fetched ideas
do not earn game-points, far-fetched ideas bring up associations to
ideas that will score points.
Students learn that their ideas have value. While having fun in the
classroom, students incidentally learn strategy, foresight, planning,
social skills, interaction, and prediction. They learn camaraderie,
team skills, working together, and healthy competition.
While students participate in the The Whole
Brain Game - It's Not What You Think But How You Think It,
teachers can take note of and assess the various styles the particular
students have, leading to successfully constructed individual program
plans. From the earliest days with the students, teachers can assess
interpersonal communication, level of competitive or social participation,
and many other aspects that impact learning.
After playing The Whole Brain Game - It's Not
What You Think But How You Think It, and students become
used to the The Whole Brain Game - It's Not
What You Think But How You Think It model of thinking,
the model can be used for discussion of literature or current events.
For example, the "what if there were no ______?" The
Whole Brain Game - It's Not What You Think But How You Think It
question can be posed when discussing Romeo and Juliet "what if
there were no love at first sight?" Or for Ivanhoe, "what
if there were no weapons?" Or, The Whole
Brain Game - It's Not What You Think But How You Think It
question, "how are ____ and ____ alike, and/or how can they be
used together?" How are Romeo and Juliet and West Side Story alike?
How could they be used together? The possibilities are endless. Tests
can even be modeled after The Whole Brain Game
- It's Not What You Think But How You Think It game
questions.
The Whole Brain Game - It's Not What You Think
But How You Think It can be used in different learning
contexts, such as for pre-writing, vocabulary development, math (simple
tallying, probabilities and prediction), value of and the richness of
culture, and connection between people and cultures (different cultures
have different bents on answer streams), world languages and/or English
as a second language, science, writing, reading, speaking, listening,
literature, humanities, physical education and health, social studies,
family and consumer science, business and marketing, computer studies,
art, music, drama, and geography, among others.
One teaching example would be to encourage students to experience using
metaphors while playing The Whole Brain
Game - It's Not What You Think But How You Think It.
The game can be played for fun, meanwhile students pay attention to
how many metaphors come up during game play. Later, students can use
the metaphors to write a paragraph and turn it in as a classroom assignment.
Another classroom idea is to have a The Whole
Brain Game - It's Not What You Think But How You Think It
corner. Students can design and hang their own The
Whole Brain Game - It's Not What You Think But How You Think It
game board, and it can hang in The Whole Brain
Game - It's Not What You Think But How You Think It
corner. When a student gets a good idea, they can be rewarded by being
allowed to get out of their seat and go to The
Whole Brain Game - It's Not What You Think But How You Think It
corner to write their idea. The Whole Brain
Game - It's Not What You Think But How You Think It
corner could have large posters, one for each category. A student might
think of how a helicopter is like a hat, and the student could have
permission to go to The Whole Brain Game -
It's Not What You Think But How You Think It corner
and write the idea on the large poster for that category. There might
be an established time-period during the week for the students to review
these together, and again discuss the unusual associations. The students
could discuss how they process what they learned or relate ideas to
current events. The teacher might find a way to reward the most creative
responses of the week.
With a student/teacher designed The Whole Brain
Game - It's Not What You Think But How You Think It
game board, students could advance squares using dice. One roll of the
8-sided die could tell students how far they could advance, and the
other roll of the die could tell the student how many responses she
or he would need before he or she could advance. For younger players
or alternative learners, the die determining number of responses needed
could be 6-sided or even re-worked for fewer required responses.
Students could earn tokens while advancing on the game board, and use
their token(s) to buy responses from others if the player runs out of
their own ideas for responses. Students learn that their ideas have
trade value.
The Whole Brain Game - It's Not What You Think
But How You Think It is uniquely applicable to the
new graduation standards. A pamphlet on this subject will be posted
in the future. Teachers are thinking about making a paradigm shift,
and using The Whole Brain Game - It's Not What
You Think But How You Think It in the classroom will
help.
I hope you will enjoy using The Whole Brain
Game - It's Not What You Think But How You Think It
in your classroom. Please feel free to e-mail me at logut@creativemindgames.com
with your feedback and ideas and/or how the game was used in your classroom.
I would even appreciate hearing about the unusual associations your
students came up with during play of the game. Thank you so much for
your interest in The Whole Brain Game - It's
Not What You Think But How You Think It. I hope to
hear from you.
|