Don't Miss Out! - Sign Up
Join our mailing list
for new product info
and special offers!

Send this email to a friend

Visit www.ems.delmar.com

Visit www.firescience.com

Visit DelmarHealthcare.com

  Browse Our Product Catalog
   • EMS
   • Firescience

“Who Wants To Be A M&M-aire.”
Classroom games are fun, help to reinforce didactic materials, and allow the instructor to engage all students in friendly competition. Games with familiar rules, like those students see on television, are especially effective. Consider using an adaptation of a popular game show, with a fun twist. For instance, “Who Wants To Be A Millionaire” can become “Who Wants To Be A M&M-aire.”

Consider these guidelines:

1. Set up the classroom. Place two chairs, facing each other, in the front of the classroom. This will be the “hot seat” and the host’s seat.

2. The first step involves the entire class, with the instructor serving as host. For this “quickest pencil” question, the instructor should ask the students to have a pen or pencil and a single sheet of paper on their desks. When the instructor reads the question, the students should write their answers on the paper, fold the paper in half, and raise their hands when finished. The instructor should watch as hands go up and take up the papers in order. (It may be difficult to judge who is first. In this case the instructor may want to allow the first two or three students with correct answers to play.) The first to answer the question correctly is chosen as the contestant.

3. Once a contestant is chosen, he or she should sit in the “hot seat” and a host should be chosen from the class. Instructors may consider choosing the second person with the correct answer as the host.

4. The host is given a list of questions, and the contestant has 45 seconds to answer each. As the contestant correctly answers each question, he or she advances to the next level.

5. There are three lifelines available. Each is explained below:

• Poll the class: If a contestant uses this lifeline, he or she would read the question and ask the class to raise their hands when they believe the correct answer is read. The contestant may take the advice of the class, or choose his or her own answer.

• Ask the teacher: Once during the game, the contestant may ask the teacher for a clue to the answer of the question. Teachers may use their discretion regarding how much of a clue to give. The idea of this lifeline is to let the student discover the answer through asking questions that require critical thinking.

• Immunization: This lifeline immunizes the student from an incorrect answer. In other words, the student should answer the question, but if he or she has used the immunization lifeline, an incorrect answer will not end the game. The student will be asked another question at the same level as the missed question. The immunization lifeline may only be used once and must be used before answering the question.

6. The contestant will be awarded the number of M&M candies earned based on the highest level reached.

7. When the contestant reaches certain milestones, he or she is guaranteed to receive that prize regardless if a subsequent question is missed. These milestones are:
• 50 M&M level (1.69 oz. package)
• 250 M&M level (a half-pound package)

8. The idea is to keep the game fun and to involve all the students. Ideally, the candies should be shared among the classmates.

 

(Source: Kennamer, Mike. Instructor Manual for Basic Infection Control for Healthcare Providers)

BACK TO CONTENTS PAGE