Club tournament day
Teams play Type Clash in rounds, with jobs for everyone and points for good reasons and good sportsmanship.
Learning objective
Pupils work in a team with a job each, give a reason for every answer, and show fair play in winning and losing.
Curriculum links
England, KS1 and KS2
- PSHE and Relationships: working as a team, winning and losing kindly (PSHE is non-statutory in England; the aims are in the Relationships guidance)
- KS2 English: spoken language, listening and responding
United States, broad grade bands
- Social and emotional learning: teamwork, fair play and managing disappointment
- Grades 2 to 5 speaking and listening: collaborative conversations
What you need
- A projector
- The Type Clash game
- Four team name cards
- Job cards: Captain, Speaker, Scorer, Timekeeper
- Certificates to hand out (print them before)
The plan, minute by minute
- Warm-up, 5 minutes: Teams and jobs. Make four teams. Teams choose a name made of a colour and an animal, such as Red Owls, and agree one rule for how they will treat each other. Hand out the job cards; jobs rotate each round.
- Main, 6 minutes: Round one. Run ten Type Clash questions. The Captain decides the answer after the team has talked, the Speaker says the reason, the Scorer keeps the score and the Timekeeper keeps teams to ten seconds.
- Main, 6 minutes: Round two. Rotate the jobs and play again. Add a rule: a team that gives a reason earns a bonus point, even when the answer is wrong.
- Main, 6 minutes: Final round. Play a last round of Type Clash. Then do one matchup by hand on the board: write Water and Fire and ask teams to predict who wins before you check. Water attacks do double damage to Fire, so a team that remembers the loop should be pleased. To check, open Squirtle (Water) and Charmander (Fire) on pokee.si, or look at the type pages, using the links below.
- Plenary, 7 minutes: Fair play and certificates. Give a sportsmanship point to the team that cheered another team. Hand out certificates (Great Teammate, Type Expert, Club Champion). Finish by asking each team to say one thing another team did well.
Projector game
Type Clash. Run it three times with rotating jobs. Teams must give a reason before the reveal.
More to use
- Certificates. Print one for every pupil or every team.
- Lesson: Types 101. A good warm-up the lesson before.
- Squirtle page. A Water Pokémon, for the by-hand matchup.
- Charmander page. A Fire Pokémon, for the by-hand matchup.
- Type pages. What each type is strong and weak against.
- Type chart printable. Teams can use it as a reference card.
Differentiation
Easier
Give every team the type chart printable and play Fire, Grass and Water only. Let teams take as long as they need.
Harder
Teams must predict the winner before they see the types, then explain why they were right or wrong afterwards.
Talk about it
When your team lost a point, what did your Captain do that helped? What would you say to a team that lost a close round?
Numbers used in this plan
| Pokémon | Type | Height | Weight |
|---|---|---|---|
| Charmander | Fire | 0.6 m | 8.5 kg |
| Squirtle | Water | 0.5 m | 9 kg |