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50 Quick-Play Language Games
Ages: 6-11   Grades: 1-6

Get 50 original language games for one low price!  The games are easy to set up and play and provide fun practice for a wide range of skills.    


  • Develop a broad brush of language skills
  • Spontaneously use skills in sequencing, reasoning, following directions, and comparing/contrasting
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** This is a Cloud E-Book that is accessible from any device with Internet access. .

Fifty games in one big book gives you lots of teaching options:

  • reinforce a variety of skills
  • games at two difficulty levels for each skill
  • use the games for therapy, learning centers, and take-home activities
  • includes meaningful, goal-driven stimuli for two to three players
  • customize many of the games with your own stimulus items

Teach 18 language skills: 

Describing Reasoning Wh- Questions
Comparing and Contrasting Predicting/Parts of Speech Categorizing
Multiple Meanings Time Concepts Cause & Effect
Sequencing Making Inferences Word Play
Fact & Opinion Problem Solving Synonyms
Riddles Following Directions Antonyms

For many of the games, you'll need to provide different colored game tokens, dice, and game chips.  Distribute the games as printed, or color and laminate them for future use. 

Copyright © 2002

173 pages
  • Klein and Freitag (1991) found that instructional games, without sacrificing performance, enhance the motivation of students in the areas of attention, relevance, confidence, and satisfaction.
  • Students who struggle with vocabulary acquisition need more trials than typical learners to maximize vocabulary growth (Montgomery, 2007).
  • Questioning is the core of critical reflection.  It prompts students to engage in a research process that fosters higher-order thinking skills and social-moral attitudes (Daniel et al., 2005).

50 Quick-Play Language Games incorporates these principles and is also based on expert professional practice.


Daniel, M.F., Lafortune, L., Pallascio, R., Splitter, L., Slade, C., & de la Garza, T. (2005). Modeling the development process of dialogical critical thinking in pupils aged 10 to 12 years. Communication Education, 54 (4), 334-354.

Klein, J.D., & Freitag, E. (1991). Effects of using an instructional game on motivation and performance. Journal of Educational Research, 84(5), 303-308.

Montgomery, J. (2007, November). Vocabulary interventions for RTI: Tiers 1, 2, 3. Presentation at the annual American Speech-Language-Hearing Association (ASHA) conference, Boston: MA.


Paul F. Johnson


Paul Johnson, B.A., develops products and software for LinguiSystems.  He is the author or co-author of many LinguiSystems products, including titles in the Spotlight, 50 Quick-Play, and No-Glamour series.  He has particular interests in developing critical thinking, social, and communication skills in children and adults and feels that solid written and verbal communication skills are not only essential to social and career success, but lead to more fulfilling lives and relationships.  He lives in rural Illinois with his amazing wife, and their three ridiculous children.  In his spare time, Paul reads a lot, plays the guitar, and is an avid gardener and cook.

Paul is the author of a number of LinguiSystems publications, including Word Feast Middle School, and is the co-author with Carolyn LoGiudice on Spotlight on Social Skills Elementary and Spotlight on Social Skills Adolescents.


Winters in the Midwest are l-o-n-g.  There are years when we are stuck indoors for the better part of seven months, and that's an awful lot of time to spend together as a family.  In addition to watching TV and reading, I have always spent a good portion of that time playing games.  My three siblings and I spent many winter hours playing (and arguing) over Monopoly, Payday, Yahtzee, The Game of Life, and even The Mad Magazine Game.  Now, as my own children grow (along with our game collection), we also pull out the board games when the weather turns nasty.  It's been fun to watch my oldest daughter move from Hi-Ho Cherry-O and Guess Who? to Mancala, Hangman, and Monopoly.  She's becoming something of a game nut herself.  My love of games and passion for learning naturally led me to create educational games for LinguiSystems.  This book is yet another outgrowth of those interests.

Educational board games are often expensive and sometimes limited in scope.  School materials budgets aren't getting any more generous and value is an important consideration when making a purchase for the classroom.  My goal in writing this book is to provide educators with a wide variety of game types in many different skill areas for a reasonable price.  These games can be used exactly as they are printed (some photocopying may be required), or you can photocopy the boards, color them, laminate them, and store them in file folders.  These games make a great addition to learning centers or as take-home activities.  As with any tool, every educator who picks up this book will use it differently.  I always try to create materials that encourage flexible use and hope I have succeeded with this title.

50 Quick-Play Language Games is designed to instruct and reinforce a variety of basic language skills.  At least two games are included for each skill in the book, and two different skill levels are addressed within each skill.  For example, the first game in the Describing section addresses very basic describing skills appropriate for early elementary students.  The next Describing game requires students to use slightly more advanced skills and would be appropriate for use with middle elementary students.

I hope you and your students enjoy playing the games in this book, and that your time together not only results in increased language skills for your students but also in positive social interactions for everyone involved.  Maybe I should put that thought another, simpler way . . . "Have fun!"