TME Tuesday: Center - WAR
Well, Day One of centers is over. Day Two is not going to happen as I am taking a day off today, but Day One went very well. Some of the students that don't usually engage easily completed all of the "Must Do" tasks and most of the "May Do" tasks with good levels of independence. The complainers complained. As one of our centers, we played WAR with the cards I made this weekend. I made two more decks (color-coded, of course) when I got to work, and I plan on using them for the rest of the week (once I get back to work tomorrow).
Anyway, here's what we did. One of my groups learned how to play WAR and then went into the centers. Another one of my groups just learned how to play WAR. That group will do the centers on Wednesday.
Here's the therapeutic music experience plan for our WAR game.
Funny thing happened when I used the Wikipedia link - something that has never happened before. Word 365 opened up a "researcher" function that said, "Are you SURE you want to use Wikipedia?" and then referred me to find other resources for my material. Since I wanted some game rules and not something more stringent, I remained with Wikipedia. I feel perfectly fine using Wikipedia for my game rules - I don't need a primary source for this type of thing. How nice, though, that Word 365 is looking out for students these days. Too funny!
Enjoy!!
Anyway, here's what we did. One of my groups learned how to play WAR and then went into the centers. Another one of my groups just learned how to play WAR. That group will do the centers on Wednesday.
Here's the therapeutic music experience plan for our WAR game.
Therapeutic Music Experience
Center - WAR Music Notation Review Game
Mary Jane Landaker, MME, MT-BC
Purpose:
To increase recognition of music notation symbols; to address social
interaction skills within a competitive game format; fine motor; symbol
recognition; hand-eye coordination;
Motor
|
Academic/Cognitive
|
Social/Communication
|
Fine motor coordination – pincer grip; hand-eye
coordination – placing cards in directed locations
|
Symbol recognition; music notation recognition; Rule-based
play
|
Rule-based play; play with peer(s) within game parameters
|
Emotional/Behavioral
|
Musical
|
Other
|
Patience with peers; sportsmanship expectations
|
Notation review and learning
|
|
Source:
Original adaptation of common card game, War.
Game rules retrieved from: https://en.wikipedia.org/wiki/War_(card_game) on January 8, 2018. Adaptation and Procedure © 2018 by Mary Jane Landaker, MME, MT-BC.
Gameplay (retrieved from: https://en.wikipedia.org/wiki/War_(card_game) on January 8, 2018.
The objective of the game is to win
all cards
The deck is divided evenly among
the players, giving each a down stack. In unison, each player reveals the top
card of their deck – this is a "battle" – and the player with the
higher card takes both of the cards played and moves them to their stack. Aces
are high, and suits are ignored.[1]
If the two cards played are of
equal value, then there is a "war".[1]
Both players place the next card of their pile face down, depending on the
variant, and then another card face-up. The owner of the higher face-up card
wins the war and adds all four (or six) cards on the table to the bottom of
their deck. If the face-up cards are again equal then the battle repeats with
another set of face-down/up cards. This repeats until one player's face-up card
is higher than their opponent's.[1]
Most descriptions of War are
unclear about what happens if a player runs out of cards during a war.[1]
In some variants, that player immediately loses. In others, the player may play
the last card in their deck as their face-up card for the remainder of the war
or replay the game from the beginning.[1]
Game designer Greg
Costikyan has observed that since there are no choices in the game, and all
outcomes are random, it cannot be considered a game by some definitions.[2]
However, the rules often do not specify in which order the cards should be
returned to the deck. If they are returned in a non-random order, the decision
of putting one card before another after a win can change the overall outcome
of the game.[3]
The effects of such decisions are more visible with smaller size decks as it is
easier for a player to card count, however the decisions can still affect
gameplay if taken in standard decks.
Materials:
Game cards – music note cards.
Environment:
Space for groups to engage in game play with appropriate personal space and
game play
Song/Chant/Words:
None necessary, can use music in
the background if desired.
Procedure:
R = Reinforcement opportunities; C = Redirection/Cue opportunities; A =
Assessment
1.
C=explain
game rules to group members
2.
C=Pass
out card sets to group members (minimum of 2 group members per card set to
maximum of 5 group members per card set)
3.
A=assess
whether group members are able to engage in game play with limited interaction
from non-group members
4.
R=reinforce
social interactions within game play expectations
5.
R=redirect
inappropriate game play
6.
C=when
engaging in game play with group members, play within the expectations of the
game
7.
C=when
engaging in game play with group members, make mistakes identifying symbols to
see if group members can find the mistakes.
8.
A=assess
whether group members are able to sustain attention to complete the game
9.
R=reinforce
all attempts at good sportsmanship
10. R=redirect all poor sportsmanship through
discussion
11. Continue game play until group members are
finished with the game, when group members no longer attend to the game, or
until time runs out.
Therapeutic
Function of Music:
Music does not play an active role
in this experience. Music is the format for the game cards in that the end goal
is symbol recognition.
Adaptations:
·
Use teams instead of individuals to play the
game
·
Change the number of symbols that you use during
the game to increase the number of times that group members get matching
Extensions:
- Play a round robin game where winners move onto another level and losers also play others – match game members based on speed, recognition of symbols, and understanding of game play
Funny thing happened when I used the Wikipedia link - something that has never happened before. Word 365 opened up a "researcher" function that said, "Are you SURE you want to use Wikipedia?" and then referred me to find other resources for my material. Since I wanted some game rules and not something more stringent, I remained with Wikipedia. I feel perfectly fine using Wikipedia for my game rules - I don't need a primary source for this type of thing. How nice, though, that Word 365 is looking out for students these days. Too funny!
Enjoy!!
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