Spin and Roll
A low-prep activity I usually use for lower level classes, especially elementary school classes. This is also similar to my other game, Spin and Draw without the cards, but you will need more dice.
Format:
- Use pickerwheel.com for question prompts (you could use another method for this, but this completes the 'gamble-y' feel of the game).
- You will need to use a lot of dice, potentially; d6, d8, d10, d12, and d20, and at least 2 of each type. If you don't have dice, use google's simulated dice (just google 'dice').
- Typically, I let the first student to raise their hand answer the question, though how you handle turn order is up to you.
- It's best to put the class into groups if there's more than 10 students, even more so if some students are shy about giving answers.
- Include opportunities on the roulette wheel for point modifiers. I've included a list below with what I usually use.
Point Modifiers:
- Double points
- Triple points
- Increase dice size (e.g. d6 to d8). This is the only one that makes a permanent change to the game.
- Increase the number of dice (e.g. roll 2 dice). Typically, I limit this to just 2 dice, but you could make it more ridiculous and allow more.
- Steal points (the number they roll is the amount they steal from another group).
- Allow modifier combinations (this is when it gets the kids very excited - when the wheel lands on x2, then 2 dice, then increase dice size, they get very invested in answering the next question).
How to Play:
- Spin the wheel and let students answer the question
- The group/student with the correct answer gets to roll the dice
- The number the dice lands on is how many points they get
- The group with the most points wins