Compile a series of images containing an array of objects, characteristics and components, anything from a shot of a busy office scene, people cheering at a sporting event or a bustling market shot. The "busier" the shot, the better. Put the images into a PowerPoint presentation, with a blank page in between each picture. Split the class into groups of three or four. Project the images one by one, showing an image for roughly one minute at a time. After a minute passes, change the slide to a blank image. Challenge the groups to write down a description of the image in as much detail as possible. The team with the most correct picture descriptors wins. Challenge the students to describe the people, objects and scenery in the picture. Mark the points on the chalkboard and move on to the next image. Alternatively, make transparencies of the pictures for an overhead projector if the classroom lacks a digital projector.
Building vocabulary is essential to helping third-graders perfect the art of properly expressing their feelings, desires and experiences. "Dictionary Deception" is designed to do exactly that in an exciting manner. The teacher writes a word on the chalkboard, starting with easier words such as "construction," and progresses gradually to more challenging words students likely don't yet know yet, such as "ineffable." Give students a piece of paper. Ask them to write their name on the paper and write what they think the definition of the word written on the board might be. Collect the papers and read the definitions. Have the students vote on what they think is the most accurate definition. Award students who write the correct definition and students who write convincing enough definitions that fool the classroom by making a worthy point.
Some games are meant to be played for sheer joy. "Heads Up Seven Up" is a classic classroom game, perfect for third-graders. Select seven volunteers and ask them to walk up to the front of the classroom. Ask the rest of the students to put their heads down on their desk, cover their eyes with one hand and stick up a thumb with the other. Get the seven volunteers to gently pinch one other student's thumb and return to the front of the classroom. Have the seven students who had their thumbs pinched stand up and guess which of the seven volunteers pinched their thumb. Students who guess correctly replace the pinching culprit. Students who guess incorrectly sit back down. Play the game until everyone's thumb has been pinched at least once.
"Four Square" is another game that is meant to break up the pace of the day with some fun. Number each corner of the room 1 through 4. Select a volunteer to sit in the middle of the room with his eyes closed. The rest of the class, including the teacher, must move to a corner of the room as quietly as possible by the time the volunteer counts to 20. When the time is up, with eyes still closed, the volunteer yells the number corresponding with the corner of the room her or she thinks most students have gathered. Students caught in that corner sit back down at their desk. Continue the game until one student is left. The last student replaces the guessing student in the center of the room.