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History Games for Students


Go Fish Games


Ancient History Go Fish Game

$11.99
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Medieval History​ Go Fish Game

$11.99
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American History Go Fish Game

$11.99
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American Revolution History Go Fish Game

$11.99
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Civil War Go Fish Game

$11.99
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US Presidents Go Fish Game

$11.99
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US Constitution Go Fish Game

$11.99
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Modern US History Go Fish

$11.99
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Modern World History Go Fish Game

$11.99
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Classical Greece & Rome Go Fish Game

$11.99
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Memory Games


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Ancient History Memory Game

$14.99 $7.50
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Medieval History Memory Game

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American History Memory Game

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History Game Bundles


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Starter Go Fish Bundle - 3 Games

$35.99 $32.39
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Memory Games Bundle

$45.00 $40.50
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American Games Bundle

$38.97 $35.07
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World History Buff Bundle

$47.96 $43.16
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Junior Patriot Bundle

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American Beginnings Bundle

$35.97 $32.37
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All American Bundle! 10% off

$113.91 $102.52
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The Great American Mini-Bundle

$57.96 $52.16
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History Games Superbundle

$186.85 $158.82
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Constitution and History Games Superbundle

$174.86 $148.63
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Constitution, History Games, and Books Special

$288.60 $245.31
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How to Teach with Games


Teaching with Games Book and DVD

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VIDEOS:

How to Play Go Fish 

How to Play Collect the Cards 

Teaching History with Go Fish Games

The History Games Superbundle



Take a Look at Each of Our History Games

History Games for Students

Teaching history with games is one of the most effective and positive ways to teaching young children, teens, and young adults. Not only are games effective in teaching academic subjects, but games teach us the characteristics of our children and our students.

At the beginning of the school year, history games make for an easy ice breaker. When teaching a group of students, history games can be used as a way for students to feel comfortable in the classroom, or to get accustomed to participating in a group of people. During history games, students forget their inhibitions, and will more freely cooperate with others. In families, games bring children and parents together on a common project, offering opportunities for
parents and kids to relax and enjoy each other’s company. We all need moments that encourage good relationships.


History games also teach virtues, including discipline, honor, fairness, justice, love, patience and good manners. Any game that works to teach an academic subject or instill a virtue is invaluable. After all, humans are naturally competitive. Adults can use games to teach how to correctly harness competitive energies for good. 

History Games Teach the Importance of Structure

Every game has a structure to follow, and it is easier to teach structure to children than to those who are older. An understanding of structure helps kids when they later learn academic subjects.

When students learn English, they will assume there is a structure that needs to be followed in order to master it. This structure is grammar. When students learn history, they need to know that there are fundamental aspects of history that need to be learned first before they can understand causal relationships. History games prepare the mind to learn academic subjects. 

Teaching Social Skills Through Games

All kinds of play, including games, develop social skills and sportsmanship. The importance of these two areas cannot be overemphasized during play, and the teacher should specifically speak about them. If students are playing with other children they do not know, then before the game each person should introduce each other. Each child should introduce themselves and shake hands with their competitors. 

For some students, this may be uncomfortable. This makes the game a teaching moment. Instruct students on proper etiquette:
​
“Hi. I’m John.”
“Hi. I’m Veronica.”
“Nice to meet you.”
“Nice to meet you.”

Then, during the game, before the students question one another, they should refer to one another by name. For example: “John, what is the code?”

Students need to learn these simple rules of behaving appropriately so that they can get comfortable with them during play. In addition to using history games to teach manners, teachers also need to show students the correct way to lose. After all, every student will lose at some time in life. Losers should always congratulate winners. Likewise, winners need to be taught the importance of winning gracefully.

In our age of professional athletes staging choreographed dances on the field of play, it is necessary to teach kids that that kind of behavior is not appropriate in the real world.

Team Strategies for Yearlong Classes

For classes that will meet over an extended period of time, teachers can split the students into teams and keep an overall score. The team structure will allow students to get to know each other well, and it will help in building excitement over the days the class does not meet. Teachers have to be careful that one team does not dominate the others, though. We advise teachers to never announce that the teams will remain the same throughout the entire course. 

Playing History Games in a Large Classroom

When playing history games with classes of more than five students, teachers can create great excitement by staging tournaments. In a tournament, students play games and the winners advance to the next round. The history game tournament finishes with the championship round. To make sure everyone has fun, every team can play at the same time as the winners play the championship rounds.
In tournament play with a class of 40 students, split the students into 10 groups of 4. Each group plays each other, and the top two students, or the top student, advance to the next round. It is a single elimination tournament. The students who lost then play other kids who lost. Play continues until there is only one champion remaining. Depending on the size of the class, the teacher will have to adjust the tournament structure. 

History Card Games in the 21st Century

For many of today's students, card games are somewhat foreign. Teachers might have to repeat the rules many times before the game starts, throughout the game, and on subsequent days when the game is played. In some instances, this may be the only time the child will play a card game during his or her school years, or perhaps lifetime. Even though it may be tiring, approach the children with a kind heart and a smile when explaining the rules over and over, and eventually, the students will understand. Students may forget about the requirement to play clockwise, or they may not know what clockwise means. The teacher must remind them. The benefits of learning to play are worth the effort. 

Rules for Many Games you Can Play with our Cards

Sit-Down Games with Classical Historian Go Fish and Memory Cards

1. Go Fish
​
*Thinking Game with Go Fish Cards 
Age Level: 5 or 6 and up (Child must either know their 1 – 12 numbers or know how to read a little), for 2-6 players  
 Skills Taught: Patience, Listening, Taking Turns, Concentration, Focus, Observation, Memorization, Pronunciation of History Topics, Association of History Topics, Sportsmanship  
 How To Play: The play begins with the server shuffling the cards. Then, the cards are dealt out to each play, four to each person.   
Play starts with the person to the left of the dealer. This person sees what Category cards she has. Then, she asks someone in the game if he has one of the cards she wants. For example, Person 1 has cards in these four categories Technology, The West, Founding Fathers, and the Civil War. Person 1 then asks someone in the group, “Do you have a West card?” If the person has a West card, then he has to give to Person 1 the West card. If the Person has two or three West cards, they must give all of the West cards to Person 1. Person 1 then continues play by asking the same or another person if they have another card. Person 1 continues until the person she asks does not have the card. At this point, the answerer tells Person 1 to “Go Fish.” Person 1 then chooses a new card from the deck. If she gets what she asked for, then she continues play.   
  
Once a person has four-of-a-kind, he places these cards, face up, in front of him. Nobody can take these cards away.   If a person runs out of cards, she immediately takes a new card from the deck.  Once the deck runs out, play continues until all four-of-a-kind cards are gathered and placed in front of the card players.   
To Win: “Go Fish” is a traditional card game, where the goal of the game is for the player to acquire as many four-of-a-kind cards as she can. If students are playing in teams over an extended period of time, then the team the winning player belongs to can move their token two spaces on the game board, and the other team moves its token one space.    
  
Modification:   
For children who cannot read, they can ask others for the numbers. And, the other players can ask for the number and the Category at the same time, so the youngest can understand what is being asked. For example, “Do you have any West, number 2 cards?”   
  
2. History Illustration  
*Exciting Game with Go Fish or Memory Cards  
Age Level: Ages 5 and older, for 4 or more players. Players form teams.   ​
Skills Taught: Drawing, Deductive Thinking, Analysis, Cooperation, Teamwork, Sportsmanship, Familiarization with History Terms and Individuals  
How To Play: Split the players into teams. Place the cards face down in the middle of the teams. Choose one person to be the first drawer from each team. One of the drawers picks a card from the deck. Both drawers see the card and can have 10 seconds to think of idea. Somebody says, “Go!” and the drawers draw. Teammates guess what the drawer is drawing. The drawers are not allowed to say any words, and may only nod yes or no.    
To Win: The team guesses what is on the card within the time allotted. Before playing, teams agree on how many points they will play for one game. If students are playing in teams over an extended period of time, then the winning team moves their token two spaces on the game board, and the other team moves their token one space.  

3. Collect the Cards 
*Thinking Game with Go Fish Cards 
Age Level: For ages 8 and up, or for younger kids who can read a little.   
Skills Taught: Deductive Thinking, Analysis, Social Skills, Cooperation, Memorization, Sportsmanship, History Knowledge  
Preparation To Play: The teacher chooses two categories to explain. At the beginning of the year, start with Category 1 and 2. At each subsequent meeting, go onto the next categories. Each team should have their own deck of cards to look at during the explanation from the teacher. Direct each team to take the cards from this category out of the deck.  The teacher takes four cards from the same category. She then holds a card up and directs the students to find this card and place it face up on the desk. The teacher then reads out loud the paragraph from this booklet that explains this card. The teacher does the same for all cards from the two categories. Note: if you have very young children, you might just use one Category, instead of 2. For the game, you can use all of the cards, even though you haven’t explained each one.  
To Play: Place all the cards face down in the middle of the players. One person (Person 1) chooses the first card and looks at it, making sure no one in the group can see the card. Person 1 reads hint #1 out loud. The person to the left of Person 1 gets five seconds to guess what is on the card. If he guesses correctly, he wins the card. If he guesses incorrectly, or if five seconds lapse, the next person in the group takes a guess. If no other player guesses correctly, Person 1 reads out loud hint #2. The play continues as it did after hint #1 was read out loud. If no one guesses correctly after hint #2 is read, then Player 1 reads out loud hint #3. If no one guesses the card, then Person 1 wins the card. Person 1 then places the won card face up, in front of him. Play then continues to the left (clockwise).  Play continues until there are no more cards left.   
To Win: After all the cards are played from the deck, the person who has won more cards, wins the game. If students are playing in teams over an extended period of time, then the team the winning player belongs to moves their token two spaces on the game board, and the other team moves its token one space.     
Notes:   
  1. Sometimes, the player answering does not say exactly what is on the card. For example, if the card is, “Cowboy” and the player answers, “Cowboys”. In this situation, it is up to the Reader if the answerer wins the card. The reader does not have to reveal to the answerer if they are close.   
  2. If the Reader does not hold the card well, the other players may see the card. This is the fault of the Reader, and the card has to be played. The Reader has to take normal precaution to hide the face of the card from the other players.   
  3. Students will forget about the five-second limit, and they will forget about playing clockwise, or, they will not know what clockwise means. The teacher will have to remind them.     

​4. Chronology  
*Thinking Game with Go Fish Cards  
Age Level: For Ages 5 and older.   
Skills Taught: Memorization, Social Skills, Cooperation, Teamwork, Memorization, Expression Through Movement, Sportsmanship, Chronology  
Prepare To Play: In this booklet in section V. is the Chronology set. Take the cards and place them in chronological order.   
How to Play: Each team of students will take the cards that were read out loud by the teacher and mix them up and place them face down in a pile. When the teacher says, “Go!” the students will assemble the cards on the table in chronological order. To score, the team must have all cards in the correct order. When checking the cards, the teacher may tell them which cards are out of order.   
To Win: The team that organizes their cards the fastest, wins.  If students are playing in teams over an extended period of time, then the winning team moves their token two spaces on the game board, and the other team moves their token one space.  
  
5. Memory  
*Thinking Game with Classical Historian Memory Cards  
For Ages 5 and above.  
Prepare to Play: Take all Memory Cards and order them, upside down, in rows and columns. Leave about an inch of space in between each of the cards.   
How to Play: One player turns over two cards and places them face up. If they match, this player takes these cards, and plays again. If the two cards don’t match, the player turns them face down, and play continues clockwise. Play continues until all cards have been matched.  
To Win: The player with the most matches, wins the game. 
If students are playing in teams over an extended period of time, then the team the winning player belongs to moves their token two spaces on the game board, and the other team moves its token one space.    

Motion Games with Classical Historian Go Fish and Memory Cards

1. The Baton Game/ or, Memorize the Cards  
*Thinking and Motion Game with Go Fish Cards  
Age Level: Ages 5 and older.   
Skills Taught: Memorization, Deductive Thinking, Analysis, Social Skills, Cooperation, Teamwork, Memorization, Expression Through Movement, Sportsmanship  
Preparation To Play: The teacher chooses two categories to explain. At the beginning of the year, start with Category 1 and 2. At each subsequent meeting, go onto the next categories. Each team should have their own deck of cards to look at during the explanation from the teacher. Direct each team to take the cards from this category out of the deck.  The teacher takes four cards from the same category. She then holds a card up and directs the students to find this card and place it face up on the desk. The teacher then reads out loud the paragraph from this booklet that explains this card. The teacher does the same for all cards from the two categories. Note: if you have very young children, you might just use one Category, instead of 2. For the game, only use the cards that have been explained. As you continue to meet, add in other categories, until you’ve explained all the cards.  
To Play: One representative from each team approaches the front of the room, or if playing outside, they come to the front of the group of students. Each representative has a piece of paper rolled up into a baton. The teacher then takes one of the cards from the category (ies) she has read out loud the explanation for. She instructs the players with the batons that she will read out loud the hints. Whoever knows the hint, will hit their hand with a baton. Whoever hits their hand with a baton first, will answer first. If the answer is wrong, the team loses a point, and another team can get a chance to answer. Whoever answers correctly first, wins a point for his team. After each turn, students take turns with the baton.  
To Win: The first team that scores a certain number of points wins. If students are playing in teams over an extended period of time, then the winning team moves their token two spaces on the game board, and the other team moves their token one space.  
Fun Modification: Instead of having the students just hit the baton when they know the answer, they can turn around, jump up once, and then hit the baton. The movements can be modified in any way you choose.   
  
2. Charades  
*Thinking and Motion Game with Go Fish Cards or Memory Cards  
Age Level: For all Ages. If the student can’t yet read, the teacher can tell him about the card.  
Skills Taught: Memorization, Deductive Thinking, Analysis, Social Skills, Cooperation, Teamwork, Memorization, Expression Through Movement, Sportsmanship  
Preparation To Play:   
  1. The teacher chooses two categories to explain. At the beginning of the year, start with Category 1 and 2. At each subsequent meeting, go onto the next categories. Each team should have their own deck of cards to look at during the explanation from the teacher. Direct each team to take the cards from this category out of the deck.  The teacher takes four cards from the same category. She then holds a card up and directs the students to find this card and place it face up on the desk. The teacher then reads out loud the paragraph from this booklet that explains this card. The teacher does the same for all cards from the two categories. Note: if you have very young children, you might just use one Category, instead of 2. For the game, only use the cards that have been explained. As you continue to meet, add in other categories, until you’ve explained all the cards.  
  1. Most likely, your students will have never played charades before, and you will will have to teach them some basics of sign language. Let students know that Mimics are not allowed to say any words. The first thing the mimic does is show with his fingers how many words are in the answer. Once his team shouts out the correct number, the Mimic nods yes and moves on. Through acting out what is on the card, the teammates make guesses. If the Mimic grabs his ear, this means, “Sounds like.” The mimic will then act out something that sounds like the word that is on the card. This is done if the card is especially hard.   
To Play: Students are broken into teams. The cards the teacher has explained are placed face down in a deck. One person from one team begins the game by choosing the top card from the deck. Then, the teacher says, “Go,” and the Mimic has 60 seconds to act out what or who is on the card. Only the Mimic’s team is allowed to guess by shouting out loud. The other students are watching and thinking. If the team guesses correctly, the team earns 2 points. After the 60 seconds are up, if the Mimic’s team is unable to guess the card, the other teams then write the answer down. The Mimic then reads out loud the card, and whichever team has the correct answer, receives a point. Then, the next team gets a chance.    
To Win: The team with the most points wins. If students are playing in teams over an extended period of time, then the winning team moves their token two spaces on the game board, and the other team moves their token one space.  
  
3. Fencing for Cards  
*Thinking and Athletic Game with Go Fish Cards  
Age Level: For ages 5 and older  
Equipment Needed: Styrofoam Cups, Scotch Tape, and Noodles used in Pools as Floating Devices  
Note: The first part of this game is the same for the Baton Game.  
Skills Taught: Memorization, Deductive Thinking, Analysis, Social Skills, Cooperation, Teamwork, Memorization, Expression Through Movement, Sportsmanship  
Preparation to Play: The teacher chooses two categories to explain. At the beginning of the year, start with Category 1 and 2. At each subsequent meeting, go onto the next categories. Each team should have their own deck of cards to look at during the explanation from the teacher. Direct each team to take the cards from this category out of the deck.  The teacher takes four cards from the same category. She then holds a card up and directs the students to find this card and place it face up on the desk. The teacher then reads out loud the paragraph from this booklet that explains this card. The teacher does the same for all cards from the two categories. Note: if you have very young children, you might just use one Category, instead of 2. For the game, only use the cards that have been explained. As you continue to meet, add in other categories, until you’ve explained all the cards.  
To Play: One representative from each team approaches the front of the room, or if playing outside, the participants come to the front of the group of students. Each representative has a piece of paper rolled up into a baton. The teacher then takes one of the cards from the category (ies) she has read out loud the explanation for. She instructs the players with the batons that she will read out loud the hints. Whoever knows the hint, will hit their hand with a baton. Whoever hits their hand with a baton first, will answer first. If the answer is wrong, the team loses a point, and another team can get a chance to answer. Whoever answers correctly first, wins TWO points for his team.  
Part II: Fencing: Then, each player tapes a Styrofoam cup on the hip opposite the strong arm of the participant, and with the strong arm, he holds a Noodle that is commonly used in a pool as a floating device.  For example, if a player is right handed, then the Styrofoam cup is taped onto his shirt at the left waist. Use scotch tape, or another tape that is not too strong. To play, the player with the cup on his left side places his left hand behind his back. With the Noodle, the player then tries to hit the Styrofoam cup off of his opponent’s shirt. Whoever is first at knocking the cup off, wins One point for his team.  
To Win: The first team that scores a certain number of points wins. If students are playing in teams over an extended period of time, then the team the winning player belongs to moves their token two spaces on the game board, and the other team moves its token one space.    
Fun Modifications: 1. Instead of having the students just hit the baton when they know the answer, they can turn around, jump up once, and then hit the baton. The movements can be modified in any way you choose. 2. Stage a battle with each team arming themselves with a Noodle and Styrofoam cup.   
  
4. “10 x 10 Grid”  
*Thinking and Action Game with Teamwork with Go Fish or Memory Cards  
For Age Level: Five and older.   
Skills Taught: Memorization, Social Skills, Cooperation, Teamwork, Memorization, Expression Through Movement, Sportsmanship  
Preparation to Play: This game is played outdoors on a blacktop or cement area. Somebody draws on the ground, preferably with chalk, a 10 X 10 Square Grid. Modifications can be made to play this game indoors, depending on the creativity of the leader. Depending on the age level of the participants, place as many cards as you think is challenging into the empty squares. For example, with very young children, play the first game with just 5 cards. With older kids, use more cards. Place the cards face up. If necessary, tape the cards onto the ground.   
Children need to be split into at least two teams. Each team needs to have a clipboard, something to write with, and a piece of paper. One person on each team is designated the recorder. This person is not allowed to run onto the 10 X 10 grid, but must stay in one place.  Instruct the children that when the game starts, they will have to run onto the grid and remember on which spot is which card. Then, they will have to run back to the recorder and inform the recorder which card is located in which spot. The recorder will have to draw the 10 x 10 grid on the piece of paper, and label the spot with the correct card name.   
To Win: The first team with the 10 X 10 grid correctly marked with the correct cards wins. If one of the teams makes a mistake, the leader should tell them that they are not finished, but need to find the mistake they made. If students are playing in teams over an extended period of time, then the winning team moves their token two spaces on the game board, and the other team moves their token one space.  
​

Testimonials
​

Read Ann Hibbard's review of the Ancient History Memory Game from the Home Educating Family Association:

Anything related to history sparks excitement around our household. If something as simple as a good book excites us, you can imagine how much we enjoy a fun history game. Our current delight is the Ancient History Memory Game from The Classical Historian. The Ancient History Memory Game contains thirty-two pairs of matching cards with full color pictures of various people, sites, and symbols from ancient history. The high-quality pictures vary in style from drawings and sketchings to photographs and copies of works of art depicting historical scenes. All of the cards fit into one of four location categories related to ancient history: The Fertile Crescent, Greece, Rome, and the Far East. Four additional pairs of cards list these categories so older players can enjoy an “Ancient History Categories” game of sorting the cards into categories.

We love the Ancient History Memory Game for several reasons:
  • The game cards are made of durable, laminated material. The storage box also has a sturdy construction for long-lasting storage. I can see this game easily outlasting our need for it.
  • Many of the images used on the matching cards are identical to familiar images used in most of our other ancient history resources. This consistency reinforces learning and recognition.
  • While memory games are excellent on their own for preschoolers, this game serves the secondary purpose of introducing names and images to young children several years before the history itself is introduced. This familiarity can only serve to enhance later learning adventures.
  • The additional rules for the Ancient History Categories game offer a challenge beyond preschool to elementary children, thus increasing the value of the game for a family.
                                                                                        To read it all, Click Here.
Linda Hobar, Author of
The Mystery of History series

... I am a sucker for games and I found some that I think are extraordinary...Generaly there are four new games.  Two for Ancient History and two for Medieval Times.  They are patterned after the vintage games of Concentration and Go Fish.  I like these for the artistry, the simplicity and familiarity of the games, the historical value and perspective, and the reasonable price.  Students using my series will easily identify most of Mr. De Gree's illustrated objects and places like Stonehenge, King Tut's golden mask, the Great Wall of China, and a Roman aqueduct.  The "cards" for the Concentration/Memory Game are actually thick cardboard tiles, which are durable and easier for little ones to manipulate.  The Go Fish card set gives you other game ideas that will be fun for all ages.
I could go on and on, because like I said, I'm a sucker for games and it's not easy to find quality ones for world history that even younger students can enjoy.  I think the Classical Historian has done a great job.  You may want to spice up your studies now, or save these for Christmas.  Either way, I think they're great for review and the pure pleasure of having fun. 
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