Simon Says: Mastering Language and Movement Directives

Published: August 18, 2026 · Category: Multiplayer Games
Simon Says: Mastering Language and Movement Directives

Introduction to Simon Says in the Classroom

Simon Says is a staple of childhood playgrounds, but its utility extends far beyond simple recess entertainment. In an educational setting, particularly in early childhood education or English as a Second Language (ESL) classrooms, Simon Says is an incredibly potent multiplayer game for teaching listening comprehension, body parts, action verbs, and spatial prepositions. By requiring students to closely monitor auditory instructions and translate them into immediate physical actions, teachers can seamlessly blend cognitive processing with gross motor skill development. The game's inherent trickery—acting only when "Simon says" to do so—demands a high level of executive function and impulse control from young learners.

In-Depth Game Rules

The rules of Simon Says are universally understood, making it easy to deploy at a moment's notice. The teacher (or a designated student leader) stands at the front of the classroom and acts as "Simon." The students stand by their desks, ensuring they have enough personal space to move safely.

  • Issuing Commands: The leader issues various physical commands. Crucially, the students must only obey commands that are prefaced with the phrase "Simon says..." (e.g., "Simon says touch your nose").
  • The Trap: Periodically, the leader will issue a command without saying "Simon says" (e.g., "Jump on one foot").
  • Elimination: Any student who performs the action when "Simon says" was not spoken is eliminated from the round and must sit down.
  • False Starts: Furthermore, if "Simon says" is spoken, but a student performs the wrong action (e.g., touching their ear instead of their nose), they are also eliminated.
  • Winning: The game continues at an increasingly rapid pace until only one student is left standing, who is then declared the winner.

Educational Benefits

The primary educational value of Simon Says lies in developing acute listening skills and auditory processing. Students learn to focus not just on the action being described, but on the conditional phrase preceding it. For language learners, it is the premier method for teaching Total Physical Response (TPR), a language teaching method that relies on the coordination of language and physical movement. Additionally, the game helps young children develop self-regulation and inhibitory control—the ability to stop an impulsive action when the rules dictate it, which is a critical skill for academic success.

  • Vocabulary Acquisition: An excellent way to teach body parts, verbs (jump, hop, spin), left/right directions, and prepositions (put your hand on, under, behind).
  • Auditory Discrimination: Trains students to listen carefully to the exact wording of a sentence before acting.
  • Impulse Control: Requires students to pause and think rather than reacting instantly, building crucial executive functioning skills.
  • Gross Motor Skills: Encourages physical coordination, balance, and spatial awareness within the classroom environment.

Tips for Parents and Teachers

While Simon Says is simple, educators can elevate the game from a mere time-filler to a targeted educational activity by carefully planning the commands they issue.

  • Target Specific Vocabulary: Don't just use random actions. If you are teaching a unit on health, use commands like "Simon says point to your heart," or "Simon says act like you are brushing your teeth."
  • Increase Complexity: For older or more advanced students, give multi-step instructions (e.g., "Simon says touch your left knee with your right hand while hopping").
  • Be the Trickster: The leader should actively try to trick the students by performing the action themselves while omitting the phrase "Simon says." Students will naturally want to mirror the leader's physical action, testing their listening skills over their visual reliance.
  • Keep Eliminated Students Engaged: Have the students who sit down act as "judges" to help spot anyone else who makes a mistake, keeping them involved in the activity even after they are "out."

Simon Says is a deceptively simple game that offers profound benefits in language acquisition, listening skills, and cognitive control, making it a timeless classroom tool.