Description
Introduction
An alternative form of practice to a worksheet, this game will help your students’ practice recognizing when objects are accelerating and what direction they’re accelerating. They’ll have to decipher acceleration directions from both position and velocity graphs, as well as motion dot diagrams, simple data tables, and sentences.
Any of these forms that you have not/will not teach can simply be left out of the playing deck. I always teach graphing last, so I actually play this game twice: the first time without graphing and a second time with graphing.
They love it, I love it, and best of all, it actually helps them.
Overview
There are 36 graphing cards and 42 of the “other” cards with diagrams, sentences and data tables. Once you’ve crafted the deck you’d like them to play, students will get into groups and compete against other members of the group. I recommend groups of 3-4 for this game.
The game is played just like regular old Go Fish with only a few exceptions:
- “Books” are only 3 cards, not 4
- They’ll deal 4 cards to each person, not 5 or 7
- They’re not looking for books of the same number like in Go Fish, but instead for acceleration directions. The 5 types of books they can collect are:
o Accelerating Left
o Accelerating Right
o Accelerating down
o Accelerating up
o Not Accelerating
For example, a student might be dealt the following 4 cards:
1. A position graph that shows rightward acceleration
2. A velocity graph that shows leftward acceleration
3. A data table that shows no acceleration
4. A sentence that describes rightward acceleration
With this hand, they already have 2 rightward accelerations, so they will be looking to collect 1 from either another person in their group or from the “Stock” pile. Once they get their “book” of 3 rightward accelerations, they’ll lay them down so that everyone else can confirm them (and best of all, discuss the concept!), and then play continues until the stock pile has “run dry.” Whoever has the most books at the end wins!
Materials Included
- Rules Sheet
- 36 Graph cards (position and velocity graphs)
- 42 “other” cards with dot diagrams, sentences and data tables
Materials Needed
- Card Stock (optional, but very helpful so you can’t see through the cards as well)
- Printer
Teacher Setup
1. Decide on which cards to use (if necessary), then print out 1 set for each group single-sided on card stock. Possibly laminate for durability.
2. Cut out each set, give one set to each group.
How to Win
You win by collecting the most books of matching acceleration directions by the time the stock pile has run out. The game can easily be repeated after the pile runs out by simply reshuffling and re-dealing all the cards.
Highlights
Description
Introduction
An alternative form of practice to a worksheet, this game will help your students’ practice recognizing when objects are accelerating and what direction they’re accelerating. They’ll have to decipher acceleration directions from both position and velocity graphs, as well as motion dot diagrams, simple data tables, and sentences.
Any of these forms that you have not/will not teach can simply be left out of the playing deck. I always teach graphing last, so I actually play this game twice: the first time without graphing and a second time with graphing.
They love it, I love it, and best of all, it actually helps them.
Overview
There are 36 graphing cards and 42 of the “other” cards with diagrams, sentences and data tables. Once you’ve crafted the deck you’d like them to play, students will get into groups and compete against other members of the group. I recommend groups of 3-4 for this game.
The game is played just like regular old Go Fish with only a few exceptions:
- “Books” are only 3 cards, not 4
- They’ll deal 4 cards to each person, not 5 or 7
- They’re not looking for books of the same number like in Go Fish, but instead for acceleration directions. The 5 types of books they can collect are:
o Accelerating Left
o Accelerating Right
o Accelerating down
o Accelerating up
o Not Accelerating
For example, a student might be dealt the following 4 cards:
1. A position graph that shows rightward acceleration
2. A velocity graph that shows leftward acceleration
3. A data table that shows no acceleration
4. A sentence that describes rightward acceleration
With this hand, they already have 2 rightward accelerations, so they will be looking to collect 1 from either another person in their group or from the “Stock” pile. Once they get their “book” of 3 rightward accelerations, they’ll lay them down so that everyone else can confirm them (and best of all, discuss the concept!), and then play continues until the stock pile has “run dry.” Whoever has the most books at the end wins!
Materials Included
- Rules Sheet
- 36 Graph cards (position and velocity graphs)
- 42 “other” cards with dot diagrams, sentences and data tables
Materials Needed
- Card Stock (optional, but very helpful so you can’t see through the cards as well)
- Printer
Teacher Setup
1. Decide on which cards to use (if necessary), then print out 1 set for each group single-sided on card stock. Possibly laminate for durability.
2. Cut out each set, give one set to each group.
How to Win
You win by collecting the most books of matching acceleration directions by the time the stock pile has run out. The game can easily be repeated after the pile runs out by simply reshuffling and re-dealing all the cards.




