Whirligig Games

Triple Threat sharps and flats

The Triple Threat games come in many different editions.  The first one to be produced was the Key signature game.

 

In this edition, players learn to recognize Major Key signatures and their relative minors while having “triple” the fun.   An example of the matches in the Triple Threat- sharp key signature edition would be; G Major, one sharp, and E minor.    They can match in any combination with the exception of exact same symbols.   Students must identify each key signature many times to play the game so their ability and speed increase dramatically by playing the game even one time!

Triple Threat Key Signature Edition is available in either a sharps set or in a flats set.  They can be combined to play with both sharps and flats together.  Whirligig logo symbols and the keys of C Major and A minor are the adjoining tiles that facilitate the combination set.  You can then include parallel as well as relative keys.

There are many ways to vary this game to include the aural aspects.  Following posts will address those.

To see more information and watch how the game is played click on this link: Triple Threat Tiles – Sharps Edition

Whirligig Games

Triple Threat

Triple Threat is a unique twist to a domino game, using music terms and symbols.  As the name implies, there are always three things that make a match; a music term or symbol, its name, and its definition.  Exact symbols or names do not match each other.  For example: F, Forte, and loud can match in any combination.  When you use this game, students have to learn what each symbol means, not just play a matching game.

It can be used with any age student at either individual private lessons or in a small group.  You can get it out during any lesson for a quick treat that is very worthwhile!

The game can be played in as little as five minutes and since it is available in four different levels, you can target exactly the area that you need.  Your students will love this game and you will find that it is a great tool to both introduce new music terms and review those that you have already taught.

The following images show the terms and symbols in each level.

Terms and Symbols TT12-1

Terms and Symbols TT12

Triple Threat Terms and Symbols 3400

Triple Threat Terms and Symbols 3401
For game instructions and a video showing the play of the game click on this link:  Triple Threat instructions

 

To purchase the tile holders shown in the video go to:  Tile holders

Tile Holder

Whirligig Games

Getting More from Your Games – Space Place

by Sally Ritchie

Although I use games year round in lessons, summer is a great time to do more with games.  Using the games you already have, you can expand them into new games for additional activities.

When starting to teach those students that struggle to recognize steps, skips, and repeated notes, I ask the student(s) to help me make sure we have all of the cards for the Space Place Primer game.  Taking the entire deck of the Space Place Primer cards, I ask the students to sort the cards into a pile of repeated notes on lines, repeated notes on spaces, steps, skips on lines, and skips on spaces. In this way, they learn to distinguish the movement on the staff making the game play much easier.  

Interval Uno Anyone?

For students learning intervals (2nds through octaves), use the Space Place Level 1 or 2 game card deck.  Deal five card to each player, placing the remaining cards in a pile face down.  The top card is flipped over.  If the face up card is a 2nd, the next player must play the next larger interval (i.e. a 3rd).  The following player then has to play a harmonic or melodic 4th, etc. until they reach the largest interval in that level.   After a 5th is played, in level 1, or an octave in level 2, the play reverts back to a 2nd.

If a player does not have the correct interval, he can draw a card or ask one of the other players for the needed interval.  If he gets the required interval, he can play it and it becomes the next player’s turn.  Note: When drawing, a player draws until he gets the interval he needs.  The discard pile is shuffled when the drawing pile is gone and becomes the new drawing pile.

The winner is the player that uses all of his cards first.

 

Space Place