20 Questions
The class asks up to 20 yes-or-no questions to figure out a secret person, place or thing.
By type
A brain break is a short game that resets attention between lessons. These take two to ten minutes, need no materials and end with students ready to work again.
The class asks up to 20 yes-or-no questions to figure out a secret person, place or thing.
The class works together to keep a balloon in the air, counting every tap.
Write questions all over a beach ball and toss it around the room.
Students count around the room but say "Buzz" instead of any multiple of a chosen number.
The class counts to 20 one voice at a time without planning who goes next.
One student walks around the circle tapping heads and saying "duck" until they pick a "goose" who chases them.
Students tiptoe to one of four labeled corners while a caller with eyes closed picks a corner.
Play music, students dance, and when the music stops everyone freezes.
Students guess a secret number and get clues like "higher" or "lower", or math clues like "it is a multiple of 4".
Students guess letters to reveal a hidden word before the drawing is complete.
Students pass an object around while music plays.
Give a clue about something in the room and students guess what it is.
Students study a tray of objects for one minute, then the tray is covered and one object is removed.
Students supply nouns, verbs and adjectives without seeing the story, then read the silly result aloud.
Students use four numbers and any operations to make exactly 24.
Partners face each other.
Students walk around a circle of chairs while music plays and race to sit when it stops.
Students stand in a circle in ninja poses and take turns making one swift move to tap another player's hand.
Show four words, numbers or pictures and ask students which one does not belong and why.
A Halloween twist on hot potato: pass a small pumpkin around the circle while music plays, and whoever holds it when the music stops answers a question.
Students move toward the caller on "green light" and freeze on "red light".
Students play rock paper scissors, and losers become the cheering section of the winner.
Students toss a soft ball around the room without making a sound.
Students follow commands only when they start with "Simon says".
Students write an answer or question on paper, crumple it up and throw it across the room.
Read a statement.
Students freeze like statues while the teacher tries to make them move or laugh.
A circle clapping game: students pass a clap around while chanting, and whoever is clapped on the final count is out.
A fast two-choice warm-up: pizza or tacos, summer or winter.
Each student says a word that starts with the last letter of the previous word: apple, egg, giraffe.
Change one letter at a time to turn one word into another: CAT to COT to DOT to DOG.
Give students two choices and have them pick a side of the room, then explain their reasoning.
Students pass "zip", "zap" and "zop" around a circle in order, faster and faster.
Quick picks
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Questions teachers ask
Two to five minutes is ideal for most classes. Use a visible timer so the break ends on time.
Simon Says, Zip Zap Zop, Count to 20, This or That and Rock Paper Scissors Tournament are all under five minutes.
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