The move
Once a week, spend five minutes on a quick, low-stakes game so students get comfortable taking risks in front of each other.
See how it works
At a glance
- Time in class
- 5 minutes, once a week
- Prep
- None
- Materials
- None
- Grouping
- Whole class or small groups
- Use it when
- Early in the year, after a break, or when the room feels tense
Why it works
Students try hard problems and share half-formed ideas only when they feel safe with the people around them. Short, playful moments build that trust quickly and cost very little class time.
Step by step
In class: about 5 min
- 1Pick a game10 seconds
- 2Explain in one line30 seconds
- 3Play4 minutes
- 4Stop on time10 seconds
- Pick a game10 secondsUse one of the two below.
- Explain in one line30 seconds
- Play4 minutesKeep it fast. Laugh with them.
- Stop on time10 seconds“Great energy. Bring it into today’s work.”
A student says three statements about themselves; two are true. The class guesses the lie. Say: “Tell us three things about you. Two true, one made up. We’ll guess the fake.”
Read a choice. Students point to one side of the room or show A/B fingers, and one or two explain why. Say: “Would you rather be able to fly or be invisible? Point left for fly, right for invisible.”
See it in action
Would You Rather: “have a pet dragon or a pet unicorn?”
Two Truths and a Lie, three students per week.
Content Would You Rather: “live in ancient Athens or ancient Rome? Defend it.”
Watch out for
- Games that drag: five minutes, then stop.
- Personal questions: keep prompts light; never require a student to share.
- The same volunteers: rotate who goes first.
Level up
- Students take turns running the game and writing the prompts.
- Make the prompts about today’s content.
Make it work for everyone
- Multilingual learners: Would You Rather works with pointing and pictures.
- IEP and 504 supports: let students pass or write their statements instead of saying them.
Tech option
Show the Would You Rather choice with two pictures on a slide.
Resources
Learn more
Pairs well with
Reflect
Did more students volunteer during the lesson after the game?
Evidence
Practice-basedDarling-Hammond, L., Flook, L., Cook-Harvey, C., Barron, B., & Osher, D. (2020). Implications for educational practice of the science of learning and development. Applied Developmental Science, 24(2), 97–140. Reviews research showing that safe, trusting relationships support learning. Quick community games are a common way to build them.
Find the research: Darling-Hammond (2020)
