Learning to Give, Philanthropy education resources that teach giving and civic engagement

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Rules of the Game
Lesson 1:
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Academic Standards
Philanthropy Framework

Purpose:

Learners discover that rules are helpful. Rather than being a roadblock, rules can actually help us to avoid problems. Students learn that cooperation skills involve knowing and following (obeying) the rules. 
 

Duration:

One 30 minute class period

Objectives:

The learner will:

  • articulate the role rules play in their home, school, playground, and in the games they play.
  • recognize the consequences of following and not following the established rules.
     

Materials:

  • a display board
  • Know and Follow Rules by Cheri J. Meiners and Meredith. Johnson Product Code 708201 ISBN 987-1-57542-130-8
  • copies of Attachment One: Family Letter for each learner (to be sent home on Day One)
     
Handout 1
Family Letter

Instructional Procedure(s):

Anticipatory Set:
In advance, write the words rules and cooperate on the board. With a voice full of enthusiasm, tell students they are going to play a new game, and they should begin playing. Watch their expressions to notice that they seem confused: "What game? How do we play?" Get responses from the students about what they noticed (they don't know the rules). Summarize that when they know and follow the rules, games can be fun.

  • (Point to the word rules on the display board.) Ask the learners to share with you what the word means and how they feel about it. Write on the board the words and phrases they use to describe rules. In their discussion, encourage them to define rules, give examples and nonexamples, and tell their purpose. 
  • Read and discuss the story “Know and Follow Rules” by Cheri J. Meiners and Meredith Johnson.
  • Point to and say the word cooperate and then have the learners practice saying the word. Ask the students what it means to cooperate (get along with others). What happens when someone does not cooperate?
  • Discuss how knowing and following rules helps us cooperate. What happens when the group cooperates?  How does it make the student feel when someone is not following the rules and not cooperating?
  • Have the learners share some of the rules they have in their homes. Ask why it is very important to follow these rules, and what could happen if they don’t cooperate with these rules.
  • Review some playground rules and discuss the purpose of the rules and why it is important that everyone cooperate with these rules. 
  • Review some of the rules for the classroom. Why are these rules helpful? How do rules help us? 
  • Ask the students to think of something good that comes out of everyone following rules and playing by the rules (fun, safe, friendships develop, learn something, ready for next level of learning). Use the word common good, if age-appropriate. Lead the students to recognize that something that is good for the whole group affects each person; and each person's actions affect the whole group.
  • Tell the learners that tomorrow you will share with them the rules of a new game that they will be playing!

 

Assessment:

Teacher observation of student involvement in the activity and sharing

School/Home Connection:

  • Interactive Parent / Student Homework:
    Send home a note with each learner telling families that the class is learning about rules and why they are needed. Encourage them to discuss rules and expectations at home and how rules help at home. Encourage families to discuss the consequences of not cooperating with rules, focusing on the consequences that impact others and things. Inform the families that if they are interested in purchasing or obtaining the book you are using from the local library, the book is entitled Know and Follow Rules by Cheri J. Meiners and Meredith Johnson Product Code 708201 ISBN 987-1-57542-130-8. 
  • Send home a copy of Attachment One: Family Letter that explains the value of teaching card games in the classroom.

 

 

 

Cross-Curriculum Extensions:

Ask students to brainstorm ideas for the "common good" in their classroom.  What rules might be added or taken away to help the students to think and learn in the classroom.

Bibliographical References:

  • Know and Follow Rules by Cheri J. Meiners and Meredith Johnson Product Code 708201 ISBN 987-1-57542-130-8

Lesson Developed By:

Enith Friedman Berg
American Contract Bridge League
Instructor

Dennis VanHaitsma
Curriculum Consultant
Learning to Give

Barbara Dillbeck
Director
Learning to Give

Handouts:

Handout 1Print Handout 1

Family Letter

 

 

Dear Family,

Our class is going to be playing card games that encourage them to think outside of the box. Games like Trump and Tricks will be taught to help students develop inductive reasoning and logic skills while challenging their mind and developing analytical thinking. These games teach students to be better communicators and partners, and to recognize that rules are an important part of their world. You will soon see your young student's power of concentration and memory increase, while he or she tackles the game to win tricks. The game of Whist dates back to the 17th century. It is game that is considered to be the precursor to the game of Bridge, a game enjoyed by millions of people throughout the world. In this game, your student will learn the importance of respect and communication in a partnership.
I will be sending home direction sheets for the games we learn at school. I encourage you to ask your child to "teach" you the new game as you enjoy this activity together.
Very truly yours,

Philanthropy Framework:

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