This Real-World Walkabout asks students to move around the classroom and quiz each other on vocabulary words that have previously been covered in class. Quiz, Quiz, Trade is a fantastic game for reviewing any type of material and can even be adjusted to focus on a variety of skills in different subject areas.

Subject Areas

  • language arts
  • math
  • science
  • social studies

Skills

  • variety of skills across subject areas (including vocabulary and definitions, math equations and answers, pictures of coins/bills and amounts, math facts and answers, uppercase and lowercase letters, numerals and sets or number words, states and capitals, etc.)

Grade Levels

  • K, 1, 2

Materials Needed

  • index cards

Directions

Note: The following activity uses vocabulary words but can be adjusted to focus on a variety of skills in different subject areas.

 

  1. Before beginning the activity, determine the vocabulary words the game will cover. Include enough vocabulary words so there is one card (either a vocabulary word or a definition) per student.
  2. Write vocabulary words on half the index cards and definitions on the other half. For example, one vocabulary word card could say lake and the matching definition card could say a body of water surrounded by land.
  3. Distribute a vocabulary word card or a definition card to each student. If you have an odd number of students in your class, you should participate in the game so each student will have a partner.
  4. Explain to students that they will hear a particular auditory signal during the game, and identify the signal you will use. (Auditory signals may include a chime, bell, clap, etc.) Explain that this signal means students should stop moving, be silent, and listen for directions.
  5. Give students time to read their cards and prepare for the game.
  6. Give the auditory signal.
  7. Tell students to hop around the room and find partners. When they find partners, students should show each other their cards and then take turns quizzing each other on the words or definitions. (Students who see a definition should say the matching word and vice versa. If neither student knows the correct answer, they should ask you for help.)
  8. After all students have quizzed their partners, give the auditory signal.
  9. Tell students to skip around the room, and find a partner. When they have found partners, students should trade cards with the partner.
  10. After all students have traded cards, give the auditory signal.
  11. Tell students to walk with high knees around the room, and find new partners. When they have found new partners, students should show each other their cards and take turns quizzing each other on the words or definitions. (As before, students who see words should say the definitions and vice versa. If neither student knows the correct answer, they should ask you for help.)
  12. Repeat steps 6-11 to play another round of Quiz, Quiz, Trade. If desired, vary the motions students use to move around the room in each round. Motions may include hopping, jumping, skipping, lunge walking, walking with high knees, crab walking, dancing, etc.

Variations

  • After the auditory signal and before students move to the next part of the game, say an exercise for students to complete. Exercises may include jumping jacks, lunges, toe touches, toe taps, stretches, bicep curls, etc.
  • To practice spelling words or high frequency words, adjust the activity so students do not show their cards to each other but instead read the words aloud to their partners who then spell the words.