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Listen and Identify

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Please Note: this material was created for use in a classroom, but can be easily modified for homeschooling use.


  • Students will practice thinking of synonyms.



  1. Break the class up into two equal groups, TeamOne and Team Two.
  2. Then break each team up into the Clue Givers and the Clue Receivers.
  3. Ask one Clue Giver and one Clue Receiver to sit in the two desks in the front of the room.
  4. The Clue Receiver's back is to the blackboard.
  5. The Clue Giver has Listenand Identify Handout One on his desk.
  6. Similar to the television show Password, thetask of the Clue Givers is to give clues to the Clue Receivers in hopes that the Clue Receiverswill be able to identify the word. These clues can be one-word clues, sentences, or anythingin between.
  7. No bodily suggestions or hints are allowed. No part of the answer can be givenin the clue(s). If it is, a point is deducted.
  8. A Clue Giver or Clue Receiver may elect to skip aword and move on to the next word; however, this will be a point deduction.
  9. Usually a timelimit of 1 minute is fair for each pair of game participants.
  10. After the minute, count up thenumber of correct answers, subtract the deductions, and this number becomes that team'sscore.
  11. Move on to two members of the opposite team and do the same.
  12. When the next twoplayers come to the front, they should pick up with the next word on that team's list.
  13. Keepa running tally of the scores of both Teams One and Two.
  14. When the game is played again,the students who were Clue Givers should be the Clue Receivers, and vice versa.
  15. It is important that the Clue Receivers do not see the words beforehand. One suggestion that is helpful for added excitement, but that will also take some time, is to havethe Clue Givers print their words (answers) in big letters before the game starts, one wordper page, and have another student hold each page up as the clues are given so that theother students can see the answer.
  16. Of course, the Clue Receiver should not be able to seethis page at any time.
  17. In this way, the whole class, and not just the Clue Giver, can be inon the answer word. It's up to you.
  18. If the class completes the first handout, they can start the second.
  19. In addition, the students could compose more lists on their own and have more fun!
Students identify synonyms by playing a guessing game.
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Game (121)

Lesson (926)

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