Selects seven students who get up from their seats and stand in front of the class. The other students put their heads on their desk and cover their eyes. When all the students have covered their eyes, the seven students from the front go out into the classroom and each one taps the head of one student. The students who have their heads tapped raise their thumbs but keep their eyes covered. Once all seven students have tapped someone's head, they return to the front. You then yell "Heads up, seven up!" and ask the students to raise their heads. The seven students with their thumbs up try to guess which student tapped their heads. If they guess right, they get to take the place at the front of the classroom.
Using some of the lessons learned in the classroom, create as many trivia questions as you'd like. You should ask the questions individually and the first student to raise her hand gets the first chance to answer the question. If the student gets the answer correct, she gets one point, but if she gets the answer wrong you ask the questions again, letting another student answer. The student with the most points at the end of the trivia game gets a small prize, like a night without homework.
Instead of assigning a story for children to read as homework, have them read it as a group. Assign individual students parts from a story. When a student's part of the book comes up, he reads it out in front of the class, acting out any actions that accompany the words. To make the reading more entertaining, have props on hand that relate to the story. Your students can also act as inanimate objects if you want to get every student involved in the storytelling.
A good way to get children to remember some of the words used during lessons is "Hangman," in which the teacher chooses a word and draws an upside down "L" on the chalkboard and indicates how many letters are in the word she is thinking of by drawing lines on the chalkboard for each letter. The children take turns guessing the letters to the word. If the student guesses a letter in the word, the teacher fills in the letter above the line in which that letter appears in the word on the chalkboard. If the student guesses a letter that is not in the word, the teacher draws a line on the upside down "L" that acts like a noose. For each subsequent incorrect guess, the teacher draws a head, a body, two legs, and two arms. If the teacher draws the whole body before the students have uncovered the whole word, the teacher wins and the students have to play again.