Tired of the same, ole, Thanksgiving activities? We were too! So here are some new tricks to try!
1/2 can cranberry sauce
1 1/2 Cups Cornstarch
Mix, adjust amounts based on the amount needed & the desired consistency.
Patterned or Zen-Turkey:
Time to bring out the good markers or gel pens and sneak in pencil control for writing.
Make a "stroke pattern sampler" to encourage different ways to fill in the picture. Examples: wave lines, little circles, cross-hatches, spirals
Make a board with tape, rope, yarn, on paper, etc
Use: yellow for corn; orange for pumpkins, red for apples or cranberries and of course, brown for turkey! How about a round robin tournament to include all ages? Remember different throw lines for different ages!
Stuffed Turkey Toss:
Staple and stuff brown bags to make the target. Use crumbled paper to toss. Different size balls for different points. All can play!
Popsicle Stick Puzzles:
Tape sticks to the table to keep stable.
Help draw or trace an image on the sticks.
Carefully color or paint.
Separate when dry for a fun self-made puzzle!
Time to get a little messy! Fresh cranberries & toothpicks or plastic coffee stirrers are used as the building tools. Demonstrate making some basic structures. Then allow to add on or build their own creations.
Fun Featured Game:
K-Basketball (kinesthetic game)
K-Basketball (a kinesthetic game)
An eyes closed, basketball themed game, designed specifically to work on kinesthetic motor skills. Not many games can do this! How does it work?
The 11" x 17" dry-erase surface depicts a basketball court, complete with men (printed circles & squares in 2 different colors scattered about) and a scoreboard. The object of the game is of course to score. To do so, you place the tip of a dry erase marker on your shape at center court. Decide which of your teammates you want to "pass" to and practice that move 2-3 times with your eyes open. when ready, make that same move but with your eyes closed. If your dot lands totally inside your shape, then, it was a successful pass and you get to go again. If you missed your mark, ball goes to the other side. Feeling lucky?...go for that 3 pointer! It's loads of fun and everyone's sensory system gets a real workout! Helps improve awareness of body position for young and old alike.
8 Quick Fine Motor Activities that take only a few minutes to do.
Got only a minute or 2 ?
Quick Go-to Fine Motor Activities
Sometimes the timing is just off... maybe the student sped through all planned tasks or they didn't take as long as you thought. You still have a few minutes left, hmmm... What won't take too long or require much equipment? Try these "good ole stand-by's" !
Lock fingers as shown.
Elbows must stay on table at all times
Try to pin your opponents thumb down on you fingers for a 5 count, using only your thumb.
Best out of 3 wins - this time!
A pint size version of the classic game. Try to repeat the ever-increasing sequences of lights & sounds. Fast-paced, challenging fun!
This game was designed for attention to detail during facial recognition. But the 60 double sided face cards can also be used as a just cards to sort anyway you would like. (By hair color, eyes, mouth, etc.) Attention to detail is needed to spot the subtle differences. Also can be used to play the facial expression recognition game!
Use playing cards as the activity WITHOUT playing cards or Math!
Playing card games definitely has a place in the social skills children need now-a-days. Most children like playing cards and quickly learn basic games such as War, Go Fish, & Old Maid. But they may avoid these games or "pass" on taking a leadership role if they know that their hand skills are not quite good enough. Maybe they can't shuffle, deal or hold the cards appropriately in their hands. If you are always dropping your cards or can see a cards value as you deal, well it can become a BIG DEAL to others.
Basic Card Handling:
Shuffling: This takes practice & patience. There are several ways to shuffle. You can find many video tutorials on youtube
Swish & Mix: The easiest. Lay all cards face down on table, swish around with both hands to mix them up. Then gather again.
Overhand Mix: Hold cards loosely in hand resting a long edge of the cards in the palm of the other hand. Carefully take a portion of the back of the deck and bring it to the front. Repeat several times.
Dealing Cards: Hold the deck, face down, loosely in non-dominant hand with thumb on top. Push or slide the top card away from the palm toward the open side of your hand. Take it with other hand, thumb on top and place it straight down on table. No wrist movements or turning card up. Deal cards clockwise to each player.
Dealing Cards Face-up or flipping: (as in playing War) Hold deck in non-dominant hand. Place fingertips of other hand on top of deck, slide top card TOWARD self so you can see value then end the flip by placing it on table.
Activities to practice hand skills:
Sort cards by color (2) or suit (4) or number (13) or even/odd
Flip cards: Each player takes turns flipping a card to the floor trying to get it to land face up.
Frisbee Cards: Choose a "goal" and try to hit it with a card tossed frisbee style (wrist work)
Build a house of cards.
Greater than-Lesser than: Player holds deck and deals 2 cards face up. Is the 1st card greater or lesser than 2nd card? Greater- the pair goes on 1 pile, lesser goes on a different pile.
Non-typical card games:
What's missing? Layout 4 or more cards face up. Remember them, then take 1 away, and mix up remaining cards on display. What's missing?
Up 1 - Down 1: All cards are dealt out to players. 1 player turns their top card over in front of them. Next player looks at their own top card. If it is 1 up or down from opponents' card it may be placed on top of that card, if not it goes onto a new pile in front of the second player. The player keeps going until can not place a card on opponent's pile. 1st to have no cards is the winner)
Robot Programmer: Lay out several rows of cards face down. Choose an object that is going to be the "robot" maybe a block. Then place other objects on top on a card - these are road blocks. The '''Programmer" needs to instruct the robot how to maneuver through the "road" of cards to get to the end. (move forward 3 spaces; turn right; move forward 2 spaces...). You can write down the directions or do them from memory.
Card Scrabble-Dominos: Each player gets 12 cards. Lay down a beginning card face up. 1st player must place a card either next to or above or below 1st card by matching suit, number or going up or down 1 number.
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