Sometimes, the lessons can be long and boring, especially when there are no flammable substances nearby. Should you, god forbid, feel like taking part in a lesson which you probably know the content of anyway, try to amuse yourselves by passing the otherwise wasted time having fun.
During the 9th year, an unofficial round of dis points was initiated. Unofficial because nobody counted the points. This is probably because we couldn't count that high back then. The aim of the game is to score as many Dis points as you possibly can, and to accumulate as few Skank points as you can. Dis points are good, and are awarded for doing heroic, funny, daring etc. things. Skank points are the opposite and are given when somebody does something that prevents Dis points being scored, or something generally not funny.
You can decide how many points a certain deed gets and scoring is per item completed, so if you do it twice, you get twice the points! How about awarding prizes? You can modify the tournament for pretty much any use you want.
Have a scorecard with everybody's names on it, and have somebody bring it to every lesson. This way, you can easily mark down the number of points achieved.
Go to the buzzword bingo homepage!
Have you ever noticed how teachers have their own set of commonly used words and phrases? Of course you have, because they all do. The game is basically bingo, only instead of being able to cross off a sqaure when a number is called out, you cross off a square when your teacher says something. The ideal settings are:
You choose around twenty phrases or words. We suggest ones like these:
Obviously, you will be able to think of more personal ones, and more of them. Now all of the players select five phrases or words from the list and write them down somewhere (how about on the desk?). Pay attention during the lesson, and whenever a phrase or word is said that you have on your list of five, you cross that one off. When you've crossed them all off, you've won. At this point, we suggest shouting "Bingo!" at the top of your voice.
Only the most incredibly dull, pointless, boring and useless lessons (like Monday morning RE, when it's raining, doing some work in silence) require this sort of extreme action. Make a card with the numbers 1 to 60 on it. When a minute ticks over, you get to cross off one of the numbers. That's it. You can do commentary if you want, but it's probably not worth it.
If you like gambling, why not do it in lesson time. You can gamble on just about anything, but one of the most futile (and, paradoxically, most fun) is betting on random numbers. All you need is a calculator that has a random number function (just about every single scientific calculator has this nowadaays). The first thing to do is decide how much money to bet on, each person placing equal amounts in a 'pot'. Then, if you are having a two player game, flip a coin to see who goes first. The first person presses the random number function, gets his number, and the tension rises! The second player has to get a lower number to win. If he doesn't, player one gets all the money in the pot. If he does, he gets all the money. Repeat as long as you can stand it, but it really is great fun with many players. If two players get the same score, they can battle it out in a re-match, or some other suitably overblown sports event type thing.
If you can't stand gambling money, try gambling with chores, like, "If you lose, you have to do three laps before you're back in the game", or "If you win, you get to choose whose book gets bunsened."
Other variations include Best of Three (where you have to win two games out of three, instead of the whole thing being over after just one button press), Highest Wins (where the highest number wins instead of the lowest), Combinations (where each person has two goes, and his total is added up, again reducing the chance of somebody winning with the press of just one button) or Complicated Bets (where you say things like "The winner gets all the money, but if he wins with a score of below 0.075, everybody pays him double", or su'ink).
Calculators invariably produce a number between 0 and 1, usually not inclusive. The best calculators are, in our opinion, made by Casio, however, several models from Sharp have the ability to press the '=' button to recalculate the number with one press.