Shared goal by all players to complete a phrase by matching the dealer’s card to a card in their hand to earn points
Everyone has a unique set of cards in their hand, and thus the phrases can vary wildly, depending on the preference of the player.
Learners are divided into teams that can range from 4 students per team to 10 or more.
In each round, one player (the ‘judge’) turns over the top prompt card and the others, who each have a hand of 8-10 cards, anonymously throw down a single card in response.
Two sets of cards— a “judge” lays a category word or phrase and participants have to secretly lay a card from their hand that they believe best represents the word/phrase. The judge selects which card was the closest/funniest/most interesting/best. The card that the judge chooses earns a point.
Small or large groups, though smaller teams may be more engaged
Classroom likely most conducive
Almost any content, usually as a review
Any topic that has clear subcategories/topics
So, for pharmacotherapy of diabetes, the topic card could be “DPP4’s, insulin, GLP-1’s, etc” and then students would have to use adjective/descriptor cards “hypoglycemia, weight gain, nausea, etc” and the best card wins
For heart failure, could use each drug class as a topic card and the descriptor cards could be “hypokalemia, mortality benefit, etc”
Goal of this strategy is to provide an immersive active learning strategy for review and association/correlation of complex topics.
Though would take time to set up and print, could be used over and over
Estimated classroom time: 15-20 minutes
This active learning strategy, like many, requires the instructor to be comfortable with a small amount of chaos. Learners typically enjoy this game and become competitive.
To add descriptor cards, could use “NOT cards”-so “NOT hypoglycemia” as a descriptor
Templates available online (see links in show notes)-probably want to print on cardstock for longer-lasting cards