Ticktock
Clock Fun
Games for Telling Time
By
Mackie Rhodes
Hickory Tells
Time!
Hickory Dickory Dock, the mouse who ran up the clock,
can tell time! Let kids show off their time-telling skills
when they play Hickory in this partner game. Before you
begin, copy the Reproducible.
Have students cut out the mouse and clock patterns, then
color and decorate them as they wish. Laminate all the
pieces. Attach the hands to clock faces with brad fasteners,
then add a craft stick to each mouse cut-out to make Hickory
puppets. Pair children, designating one as Hickory, and
the other as the Time Setter. At a signal, the Time Setter
moves the clock hands around continuously until Hickory
calls "Time!" The Time Setter "freezes" the clock, setting
the time to the nearest hour or half-hour. Hickory then
names the time on the clock, and the Time Setter verifies
whether or not Hickory is correct. Encourage children
to switch roles each round.
Human Clock
Relay
For this game that helps students learn five-minute increments,
you'll need two teams to make human clocks. For each clock,
tape a circle on the floor and cut out two poster-board
hands. Write each clock number on a separate sheet of
poster-board. Appoint two students to captain each team,
one each for the minute hands and the hour hands. To set
up the clocks, give the 12, 3, 6, and 9
to different children. Have each oneholding up his
or her numberstand at the corresponding position
on the group's clock. Additional team members can fill
in remaining clock numbers as desired. When the clocks
are arranged, begin the relay. To play, call out a time
representing a five-minute increment. Have each team discuss
and agree on where to point the hands to show the designated
time. The captains then "set" the clocks and return to
the outside of the circle. The first team to correctly
set its clock wins that round. For more advanced learners,
you can present simple addition or subtraction problems
for teams to solve before setting their clocks.
Speedy Time
Sequences
Challenge children with this race to sequence digital
and analog clock cards into the proper chronological order.
First, copy the Reproducible cards
and fill in times on both types of clocks. Give students
each five cards, face down. At a signal, players flip
over their cards, then sequence them from A.M. to P.M.
times. Let each player shout an alarm clock "ring" when
he or she finishes. At the end of each round, the class
checks each child's work, and corrects any out-of-sequence
cards.
Quarter-Hour
Hot Potato
Put a kitchen timer inside a tiny, lidded box along with
a face-up analog clock card, copied from the Reproducible.
Draw hands on the card to set the time to the quarter
hour, then write out the time in plain language a few
different ways on the back of the card. For example, if
the hour hand is drawn at 12, and the minute hand at 3,
you could write both a quarter after twelve and
twelve fifteen. To play, set the timer, then have
students pass the "potato" around a circle. When the alarm
goes off, the child with the box opens it, names the time
on the card, then checks his or her answer by reading
the back of the card aloud.
Mackie
Rhodes is the author of two recent professional books
for teachers, Teaching With Favorite
Kevin Henkes Books (Scholastic Inc, 2002) and Teaching
With Favorite Patricia Polacco Books (Scholastic Inc.,
2002). This article was originally published in the
September 2002 issue of Instructor.
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