Catch a Monster - A "Go Fish"-style game for attributes or reinforcement

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2.42 MB   |   10 pages

PRODUCT DESCRIPTION

"Catch a Monster" is a Go-Fish type game to help students practice attributes. Students can play this game to practice descriptive concepts, or as fun reinforcement during other therapy activities.

This game includes 52 game cards, and the monster theme is perfect for Halloween! Directions for play are as follows:

Set-up Instructions: Cut out and laminate the monster cards (pages 3 – 11). Then use them to play “Catch a Monster,” a “Go Fish”-type game to promote descriptive concepts. This game can also be used as reinforcement during articulation groups.

How to Play: This game can be played in a group of two or more players. Each player is given seven cards. The remaining cards should be placed in a pile as the “Catch a Monster” pile. Before the game starts, each player should pick up his/her cards and check for matches. If a player has any matches, they are to place them face-up in front of them. Player 1 should pick any other player, say that player’s name, and then ask if they have a specific monster by using their describing words. For example, “Gavin, do you have a monster with a yellow body, 2 pointy horns, 3 eyes, and a big, smiling mouth?” If the other student has the card, they will hand it over to Player 1, and Player 1 will take another turn. If the other student does not have the monster in question, they will say, “No. Catch a monster!” Player 1 then has to pick a card from the “Catch a Monster” pile, and it is then Player 2’s turn. Game play continues until one player runs out of cards. The winner is the student with the most matches when someone runs out of cards.



Total Pages
10
Answer Key
N/A
Teaching Duration
N/A

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Catch a Monster - A "Go Fish"-style game for attributes or
Catch a Monster - A "Go Fish"-style game for attributes or
Catch a Monster - A "Go Fish"-style game for attributes or
Catch a Monster - A "Go Fish"-style game for attributes or