Jumpstart! Creativity: Games and Activities for Ages 7û14

by ;
Edition: 1st
Format: Nonspecific Binding
Pub. Date: 2007-10-11
Publisher(s): David Fulton Pub
List Price: $27.25

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Summary

P EM Jumpstart Creativity! /EM is a book of games and activities that any primary teacher can do quickly, at the beginning of a lesson or as a time-filler, with little preparation. They grab children's attention and get them focussed on learning. /P P /P P There are more than fifty provocative games and activities including, 'An Alien in the Cage is Worth Two on the Moon' and 'Faced with a Smilemma, Everybody Wins' to 'jumpstart' creativity in any Key Stage 2 or 3 classroom. Practical, easy-to-do and vastly entertaining, the 'jumpstarts' will suit a range of learning styles ' from the visual, auditory or kinaesthetic to the cognitive. /P P /P P The jumpstarts cover: /P UL UL P /P /UL LI thinking /LI LI questioning /LI LI reasoning /LI LI problem-solving /LI LI wordplay. /LI UL P /P /UL /UL P /P P Looking for a way to get your students' attention, fast? Look no further! EM Jumpstart! Creativity /EM is the fourth book in the series,following books on literacy, numeracy and ICT. /P

Table of Contents

Jumpstart Creative Thinking 10 to 15 games and activities, including: a Rorschach game (interpret ink and paint blots)
Making Up Your Mind (do simple visualisation)
Heath Robinson Machines (use clip art cogs, wheels, belts, etc to design a fun machine, for example, calling the cat in at night)
Jumpstart Creative Questioning 10 to 15 games and activities, including: A Question a Day (start a question diary; ask a daily question that really intrigues you)
Question Match (match questions to answers that are on cards posted on the classroom walls)
Twenty Quality Questions (play '20 questions' and then analyse the effectiveness of the questions)
Jumpstart Creative Reasoning 10 to 15 games and activities, including: Cut Ups - (reassemble scrambled sequences, for example, for recipes or instructions)
Prediction Strips (work out what comes next in a sequence of words or numbers)
Emotions Graph (use counters to track moods over time)
Jumpstart Creative Problem Solving 10 to 15 games and activities, including: The Luckily-Unluckily Game (look at many sides of an issue)
What If Circles (link the personal to the general or global)
Iceberg Thinking (appreciate the deep structure beneath the surface of ideas)
Jumpstart Creative Wordplay 10 to 15 games and activities, including: Look at the Language (analyse how language, including that of advertising, can influence thinking)
Random Poem (put together advertising slogans to make poetry)
I'm Feeling Over the Weather (make a new metaphor)
Table of Contents provided by Publisher. All Rights Reserved.

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