Wednesday, October 2, 2013

Monopoly: A Multi-Unit Review Game

I love playing board games. So, whenever I can infuse them into my lesson plans, I do it! One of my favorites to play in school is the world's most popular board game...Monopoly.  In my class, we call it Historopoly (not to be confused with a surgical procedure with a similar name). It's a multi-unit review game, so it's perfect for preparing for term tests, midterms, or end of year state tests. I also know teachers who play Bio-poly--so don't believe the notion that it can't be done in other content areas!

SET UP

First, I arrange the room to look like this:


As you can see, I have played this to review 5 units. Each unit gets its only color. For example, Unit One Geography might be green. Each space would have its own unique name, such as 'Rocky Mountain Ski Lodge', 'Coastal Plain Beach House', and 'Appalachian Mountain Home.' The Unit 2 American Indians properties might be 'Lakota Teepee', 'Adobe Pueblo', and 'Kwakiutl Cedar Plank House.'  Renaming jail and free parking to something related to what students have learned is also a way to have kids make connections. For instance, my jail is  the "Lost Colony"; I can picture a jail in science class being "Black Hole".  And, my free parking is "Tea Party". 

Before playing, I prepare questions for each unit, a few minute to win it challenges for the special challenge spot, and chance cards for their respective locations.

Divide the students into 4 teams. Assign each of them a team color. (NOTE: This color is not related to the color of the unit spaces. To avoid confusion, you could assign each team an animal, shape, or something else related or unrelated to the content you teach). I use colors, because I give each team a set of index cards of their respective colors to designate properties they "own"...more on that in a minute...

Each team should have a:
  • pawn--a student who moves around the room
  • die roller--of course, we'd only want them rolling it on their turn!
  • decision maker/team leader--speaks on behalf of the team when responding to questions
  • treasurer--keeps the money and ensures they collect 2 history bucks when their pawn passes go!

Give each team 10 "history bucks" to start the game.

HOW TO PLAY

Teams will take turns rolling a die. Highest roll starts.

If a team lands on a unit space, they must correctly answer a question that corresponds to that unit. If they get it right, it becomes their "property" if they wish to pay for it.  I make units 1 and 2 be worth one history buck, units 3 and 4 worth two history bucks, and unit 5 spaces worth three history bucks. If the team doesn't choose to buy the property, it can be auctioned off to the other teams. This money goes to the bank.

If a team lands on a unit space that is "owned" by another team, they pay the owner the amount it is worth (1, 2, or 3 history bucks). If that property and both the others in that unit are owned by the same team (i.e. a monopoly), then the team that lands on that space must pay double (2, 4, or 6 history bucks). The team then must answer a question that corresponds to that unit. If they get it wrong, they must pay the owners an additional history buck (or two if they have a monopoly).

If a team lands on chance, they should draw a "Chance" card. My chance cards usually say things like "Paul Revere has warned that the British are coming! Advance to Lexington and Concord" or "Take a visit to the Continental Divide! Advance to the Rocky Mountain Ski Lodge" or "Your colony has failed. Your economic venture failed. Go directly to the Lost Colony. Do not pass Go and do not collect 2 history bucks."

JAIL or "Lost Colony": If a team lands on jail or gets sent there, they must roll a six or choose to pay 2 history bucks to get out. If they haven't rolled a six on the third turn in jail, they must pay 2 history bucks. This money goes to the "Free Parking" space.

SPECIALIZATION CHALLENGE: If a team lands on the specialization challenge, I have a minute to win it challenge for them to do. If they are unable to complete the mission, they must pay 1 history buck. This money goes to the "Free Parking" space.

FREE PARKING or "Tea Party": If someone lands on the "Free Parking" space, they get all the history bucks that are there. This space starts out with 2 history bucks, which are replenished when someone lands there.

Teams collect 2 history bucks when they pass go...If they remember ;)

WINNING THE GAME

At the end of the game, teams count up their history bucks and the value of their properties. The team with the most assets wins!



TIPS FOR SUCCESS

Have fun! Provide plenty of time to get into it. If your class period is less than an hour long, consider playing two days in a row. Just don't let it drag on this long.

Make sure every child in your class has a role to play and feels like they are contributing to the success of their team.

Have the questions ready to go, organized by unit.

If you're a math teacher struggling with names of places, just use your creative engine...Fraction Farms, Decimal Drive, Addition Avenue, etc.

Set up the room before class. I put colored, laminated construction paper with the space name written on it taped to the desk, hanging down in the interior of the "game board".


Give clear directions before you begin. 

Oh, and did I mention...Have fun!

No comments:

Post a Comment