Classic Games
Classic Games are ideal memory boosters for learning or reviewing many different music theory/reading subjects. They are easy for students, teachers and parents since they use the same rules. Just choose a subject and use a different set of materials. Many of the games have videos on YouTube and some have a description on this website. Most are in the book Music Mind Games and pages numbers are included on the chart. Many of them will be included in Michiko's upcoming book Music Mind Games First Steps (winter 2008). This chart is also included in the Student Handbook.
Previously, this list was only available at Music Mind Games teacher training units. Time is allowed for explaining any new twists to the games, demonstration and of course, time to play the games. If you have not attended a workshop, but you understand the basic game from reading the book, experimenting with different materials may work just fine. Music Mind Games First Steps will contain explanations, illustrations, charts and photos of the first sixty Music Mind Games.
Click here to download a free chart of Classic Games describing the subject to study, the materials needed to play and tips for playing the games.
Music Mind Games Classic Games
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Fix the Order
Uses: Intervals, the position of clefs, notes and rests, Card Charts, dynamics notes on the staff, tempos, scales and key signatures Click here to see Fix the Order with Notes and Rests on YouTube. |
Fine
Uses: Intervals, the position of clefs, notes and rests, Card Charts, dynamics notes on the staff, tempos, scales and key signatures, order of sharps or flats Click here to read an explanation for "Fine" on this site or see Fine with Dynamics on YouTube. |
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Snake
Uses: Intervals, reading rhythms, notes and rests, dynamics notes on the staff, tempos, scales and key signatures Click here to see ABC Snake! on YouTube. |
Play or Pass
Uses: Notes and rests, Card Charts, dynamics notes on the staff, tempos, key signatures Students take turns around the circle fixing one thing. Switching two cards is two things, so a card is place on top of another and someone else can move it on their turn. A student says "Pass" if he or she doesn't see anything to fix or thinks everything is correct. Once everyone says "Pass" around the circle, the game is complete. Group focus is excellent for this game. |
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Chance Match
Uses: Notes and rests, Card Charts, notes on the staff, tempos, scales and key signatures Easiest version: One row of cards is placed in order. The second row is dealt out randomly. Any matches are marked with magic notes. Unmatched cards from second row are picked up and randomly dealt again. Repeat until all cards match. Want trickier? Deal both rows randomly. Click here to see Chance Match with Rhythm Playing Cards on YouTube. |
Five Hiding
Uses: Notes and rests, quarter note values, notes on the staff, tempos, key signatures Click here to see How to Play Five Hiding on YouTube. |
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War
Uses: Intervals, notes and rests, Card Charts, notes on the staff, musical symbols, tempos, key signatures Click here to see War with rhythm playing cards or Alphabet War in Denmark on YouTube. #ff0000(MMG page 56) |
Scrabble
Uses: Intervals, notes and rests, notes on the staff, dynamics, tempos, triads and chords, key signatures Three new rules will improve the game: 1) No block of four cards together, 2) No cards of the same color together, 3) No more than six cards in a row. These rules are fun and help students to think backwards more easily. Game is best explained and played in silence. Click here to see Alphabet Scrabble on YouTube. (MMG page 56) |
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Speed (Slow)
Uses: Intervals, notes and rests, notes on the staff, tempos, scales and key signatures Click here to see Speed! with Notes and Rests on YouTube. "Slow" is a slow version of "Speed" so younger students can play this fun game. Students are dealt three cards instead of five and turns are taken to discard cards into the two center piles. If a student can't play, he says, "Pass" and the other student can play. If both say "Pass", one card from each side is turned onto the discard piles. |
Suspense
Uses: Notes and rests, notes on the staff, tempos, scales and key signatures Click here to read an explanation for Suspense. Click here to see a brief video of Suspense With a Scale or Suspense with Notes and Rests on YouTube. (MMG page 309) |
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21 (new game)
Uses: Notes and rests, notes on the staff, tempos, key signatures In brief: A point system is established for the cards (i.e. notes and rests use the magic note system). Students are dealt two cards. The points in their hand may not go above 21 points. On each round, students may receive one card or decline. Game ends when no one wants more cards. Student closest to 21, but not over, wins. |
Solitaire
Uses: Intervals, notes and rests, notes on the staff, key signatures Check out the online version of Rhythm Solitaire on this website to learn the game. |
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