Tried
& True Classroom Jeopardy! Playing Strategies
Jim Birge, Long Beach (CA) Unified School
District
Introduction
Every year since 2002 I have produced a Jeopardy!
tournament at Cubberley School in Long Beach, California, and in
May of 2004 we began using Classroom Jeopardy! at Cubberley, making
my job a great deal easier.
As a substitute in the LBUSD I have played Classroom
Jeopardy! in over 40 K-12 classrooms, and have done much trial and
error on behalf of you, the teachers.
Along with the Quickstart Guide (a fold-out brochure),
your school has a complete, 80+-page Jeopardy! Guide on the CD-ROM
that came with the game. This abbreviated guide of mine contains
instructions, tools, and suggestions I’ve compiled to initially
make your job a little easier. A suggestion example is to always
refer to the words your students see on the screen (and which you’ll
read) as “CLUES”; not questions, and the answers given
by the students should be referred to as “RESPONSES”;
not answers. This is done to take away the confusion of the Jeopardy!
format that requires the “answer” to be in the form
of a “question”.
Without a doubt, the most useful piece
of information you will find in this guide is the Student Clues/Ratio
sheet. In order to determine how many clues each student
will get in a game will depend on the number of students in your
class and whether or not you want your students to rotate and play
once in the game or twice. I’ve already done the math for
you and would suggest that you copy those two Student Clues/Ratio
sheets. It will save you a bunch of time and will always keep you
in control.
Whether using the 80+-page, or my abbreviated guide,
everything should begin with the Quickstart Guide for hooking the
Base Unit to your television.
Please take the time to read this abbreviated guide
and understand that after you play Jeopardy! one or two times in
your room you will probably not need to use it again.
As you get to know this extremely user-friendly
game, I am confident it will complement many of your classroom needs
(reviews, test preps, etc.) throughout the year.
ENJOY.
To help you, the teacher, maximize your experience
playing Jeopardy! in the classroom, the following suggestions are
offered:
Prior to Playing:
1. Make sure everything you need (including AAA
batteries and screwdriver) is available. If batteries in a remote
go dead, you can then change them quickly and not jeopardize your
lesson plan for that day.
2. Familiarize yourself with the game set-up on
the television (use the Classroom Jeopardy! Quickstart Guide), &
the Teacher’s Remote Control (see below).
3. For appropriateness & familiarization, review
the game(s) you plan to play.
4. Before students enter the room, establish 3
teams yourself, and put them on the board. Make necessary adjustments
when a student(s) is absent.
5. Use the Student Clues/Ratio sheet (below) to
establish the number of clues each group will be given (at one time,
or twice in the game).
6. Test your remote and the 3 joysticks (they may
need new batteries). Keep the remotes hidden before students enter
your room.
7. Up front, set up a table with room for 3 players
to sit, or simply 3 chair desks.
8. Have 3 blank sheets of paper and 3 working pens
ready for Final Jeopardy! wagers (on one side) and responses (the
other side).
To Begin:
1. Tell the class that teams cannot be adjusted
(or you’ll spend too much time doing just that). To begin,
the top 3 on the list will take the 3 seats up front.
2. Explain that their joysticks will not work until
you release them with your remote. Go on to explain that clicking
in early will reroute them, in a split second, BEHIND the other
players. Tell them that you will release their joysticks as you
say the last word in the clue (as is done on the show).
3. Explain to the class how many clues each group
will get to see (from the Student Clues/Ratio sheet below), and
that all responses to clues must be in the form of a question. NOTE:
The first few times you play with a class, you may not want to penalize
them for not responding with a question, but encourage and train
them the proper way to play.
4. Explain what a Daily Double is, and that there
is one in the first round and 2 in the Double Jeopardy! round. FYI,
unlike the television show, the Daily Doubles are randomly put anywhere.
They may show up in a 200-point clue. When a Daily Double appears,
joysticks aren’t needed. The person who made the selection
will be the only person able to make the wager (the prompted maximum
amount will be on screen) and to respond (in the form of a question).
5. Explain that only the 3 people sitting at the
desk will answer the clues, and that everyone else must keep quiet.
Shouting out responses to the 3 students who are playing makes the
game unplayable in this format.
6. Emphasize that everyone should remain in their
own seats, except to come up for their time at the table. You tell
them (perhaps after 4-5 clues) when to rotate.
7. They must know that you are the judge, and your
decisions are final.
Final Jeopardy:
1. Only those teams that have points can play.
Zero or minus scores cannot play.
2. Have each team select one representative to
play Final Jeopardy! (or you select the 3), and remove joysticks
from the table.
3. Explain that wagers on the provided paper are
to be made secretly, only after the Final Jeopardy! Category has
been given.
4. After wagers are made, have the players turn
over their sheets to write their Final Jeopardy! responses (to be
given in the form of a question).
5. Explain that once the Final Jeopardy! “Think”
music hits its last note, all pens must be down, and whenever they
finish writing their replies they are to cover their replies with
their hands.
6. As you read the last word in the Final Jeopardy!
clue, push BEGIN on your remote. The Final Jeopardy! “Think”
music will begin. When finished, say, “All pens down,”
and collect pens (to prevent temptation to change anything).
7. On the television screen you will be prompted
as to which player will go first. If it says, “Player 2”,
ask Player 2 to hold up his or her reply (in the form of a question).
If it is correct, push CORRECT on your remote. Then ask Player 2
to show his or her wager, and enter that amount. Once the amount
is entered, push SELECT on your remote, and you will be prompted
to do the same for the next player, and so on.
8. The game is over when the television flashes
the winner.
When Finished:
1. Make sure you still have the 3 joysticks, your
remote, all question sheets, the batteries & screwdriver.
2. If you do not store the game in your room, and
if you had to use new batteries, make sure you not only mark that
fact on the Check In portion of your Check Out, Check In sheet (provided
at the end of this guide), but that you physically make someone
aware (so new batteries will be added to the game and not mess up
the next teacher to play). Then return all of the above, plus the
Base Unit, all cartridges, the power cord, the video/audio cord
(yellow/white plugs), and the antenna. Make sure you complete the
Check In sheet, and sign it.
Suggested Student Clues/Ratio Sheet
Following the examples below, write the teams on
the board before students enter. If some are absent, erase their
names and move people up until teams are even (or as close to even
as possible). With a variety of class sizes, the following ratios
have been set up to make the play as smooth and as fair as possible.
I recommend that everyone be required to play. If they aren’t,
you’ll get behind in your numbers, and others may want to
drop out as the game is being played. If teams are uneven, let’s
say Lana & Mary are absent in the first example, let Isaac and
Joni (they’ve waited the longest), take the last 5 questions
with Kari.
The letters OPG mean each student will play Once
Per Game. The J and DJ mean that they could play twice, once in
the Jeopardy! round, and once again in the Double Jeopardy! round.
The option is up to you. |