Developing objectives for classroom games ensures the fun centers on learning. At the end of the games, second grade students should understand the definitions of the terms fiction and nonfiction, be able to differentiate between the two, identify examples of each and use each one in appropriate settings.
Stimulating fictional texts appropriate for second grade games include "Matilda" by Roald Dahl, "Because of Winn Dixie Kate" by DiCamillo, "The Lion, the Witch and the Wardrobe" by C. S. Lewis and "Jacob Two-Two" by Mordecai Richler. These texts contain themes and vocabulary suitable for grade two. For nonfictional texts, teachers can select from brief, descriptive articles, such as ones that describe an animal's habitat and diet or of a natural phenomenon, such as a tornado, or simple news articles generated for kids. Even advertisements for garage sales or simple instruction manuals can serve as nonfictional texts accessible to second graders.
For games that teach narrative conventions, students can race to order the correct sequence of events in a cut-up story after learning about narrative structure (introduction, rising action, climax and denouement). Teachers can pair students into groups to act out or draw scenes from a story using their imagination. Students can try their hand at fiction writing by creating a story whereby each student writes a line in a story without knowing what students before them wrote. Then, the class reads the story out loud, one line at a time, beginning with the last student to write.
Sequencing games also work with nonfiction texts. Students can order articles by putting the introduction first, the middle second and the conclusion last. "Jeopardy"-type games, based on facts from informative articles students read, reinforce that nonfictional texts are primarily factual. Even having students create simple instructions manuals, for example, on how to tie a shoe or where to find something hidden in the classroom, teach second graders nonfictional texts have functional value. Students can divide into pairs and race to find an object or complete a task first before other pairs. In a game that combines fiction with nonfiction, students can identify whether a text is fiction or nonfiction, going to the back of a line or sitting down if they answer wrong until a winner is left.