Joseph Story Bible Crafts and Activities
Bible Crafts and Activities Relating to the Story of Joseph and God's Promise to Abraham

Bring the story of Joseph to life with the following activities. When children connect the pictures on the activity sheet in order, a surprise star appears—reminding them of God’s amazing promise to Abraham. Use the seven picture cards and the printable playing card to play fun, hands-on games that help kids learn the story while thinking, talking, and discovering together.
God Used Joseph to Fulfill the Promise to Abraham Coloring and Activity Sheet

God promised Abraham that his descendants would be as countless as the stars in the sky. Through this activity, children see how Joseph helped save his family during a famine—an important part of God’s unfolding plan.
As children connect the pictures in the correct order, they’ll reveal a large star in the center of the page! Use this activity to review the story and talk about God’s promise. What does the star remind them of?
Available in KJV and NIV.
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Seven Printable Joseph Story Pictures with Eleven Ideas on How to Use Them

Use these seven printable pictures of the story of Joseph to reinforce your Bible lessons in fun, interactive ways. Listed below are eleven ways to use the pictures, including active games/physical games, thinking and memory games, and speaking and storytelling games, with variations to help you plan for your class size and abilities.
Active / Physical Games
1. Pool Noodle Story Race
- Lay all seven pictures on the floor in random order.
- On the word “go”, players use a pool noodle to push the pictures into the correct story order.
- Variation: Time each round and try to beat the time
- Have children call out the story while placing them in order
- Children push all the pictures across the room and then place them in order with their hands
2. Pool Noodle Tap Challenge
- Spread out the seven pictures in the middle of the room. Give each player a pool noodle. (Remind players they cannot hit each other with the noodles, or they will be out of the game.)
- Call out one of the pictures. The first player to tap that picture with the pool noodle wins.
3. Story Path Walk
- Spread the pictures across the room like steppingstones. Have your children walk or hop to each picture in order and tell that part of the story before moving on.
- Make a “challenge course”. Place objects next to the pictures, such as a colorful coat, bags of grain (oatmeal or rice), a chain (paper chain), a prison (a box with bars painted on it), a gold cup, money bags, sheaves of wheat, sandals, Bible dress-up clothes, etc. Have players pick up each item as they race to the pictures. When a player reaches the end, he should tell how each item relates to the story. See who can pick up the most items the fastest and make it back to the beginning of the course.
4. Run and Grab Race
- Place the pictures on one side of the room, and have your students stand on the other.
- Call out: “Joseph gets a new coat!”, or “Joseph was thrown in the pit!”, etc.
- Children run to the other side of the room, find the correct picture, and bring it back. Keep playing until all the pictures are gone. The student who picks up the most wins.
- Variation: You can use more than one set of pictures for a large class.
- Variation: If you have a small class, you can print a set for each child so they all pick up one picture each round. The child who returns the quickest wins that round.
5. Pool Noodle “Blow” Game
- Use noodles to blow pictures across a smooth floor into the correct order.
- Variation: Have player shout out the scene while blowing it into place.
- Variation: Use straws and have children blow the pictures across a table into the correct order.
- Variation: Let children use their hands to place the pictures in order once they have blown all the pictures across the room.
Thinking / Memory Games
6. What Comes Next? Game
- Lay three to four pictures in order and then ask, “What happens next?”
- The children pick the correct next picture.
7. Missing Picture Game
- Lay all the pictures in order.
- Have your children close their eyes and remove one of the pictures.
- Ask them, “Which part of the story is missing?”
8. Mix & Fix
- Print out a set of pictures for each player, mix them up, and hand them to the students. On the word "Go", see who can place the pictures in order first.
- Variation: Add numbers to the pictures for younger children.
9. Memory Game
- Print out two sets of pictures, cut them out, and glue them to the back of construction paper so that they are all the same size. In class, turn the pictures upside down on a table.
- Children take turns turning over two cards at a time. If they match, they explain that part of the story and get to keep the cards.
Speaking / Storytelling
10. Tell the Story Game
- Show your students the pictures and have them to tell the story of Joseph using the pictures as prompts. Encourage them to use words like first, next, then, and finally, and feeling words such as jealous, scared, and forgiving.
11. Act It Out the Picture
- Glue each picture onto cardstock (heavy paper). Hand out one picture to each child. Encourage them to act out the picture and have the other students guess which scene they are acting out.
Story of Joseph Bible Card Games with Five Fun Game Ideas
1. Pass the Picture
- Print out one set of cards for each student. Shuffle the cards and deal seven cards to each student. On the word "pass", they should pass one card to their right, trying to get all seven different pictures to win.
2. Steal the Scene
- Print out at least one set of cards for each player. Shuffle the cards and deal five cards to each player. Place the rest of the cards in a draw pile.
- To play, children draw a card from the draw pile.
- If there are no more cards in the draw pile, they must ask for a specific card from another player. If that player doesn't have the card, the next player takes a turn.
- The player who gets all seven different cards first wins.
3. Deal or No Deal
- Print out one set of cards for each player. Mix up the cards and deal seven to each player.
- Players take turns trying to make deals with one another. They pick one player and ask them to make a deal. For example, the player may say, "I will trade you the Number 1 card for the Number 3 card." If the player says, "Yes", the deal is made, and the next person takes a turn. The first player to get all seven cards wins.
4. Discard for Order
- Print out one set for each player and make at least three extra sets.
- Mix up the cards and deal out seven cards to each player.
- Place the rest of the card in the middle of the table in a pile.
- Players take turns picking a card and discarding one, attempting to get all seven distinct cards in their hands to win.
- Turn over the discard pile when the card pile is gone.
5. Draw a Sequence
- Place all the cards face down in a draw pile in the middle of the table.
- Players take turns drawing a card attempting to collect the cards in order. Players can only keep a card if it is the next in the sequence they are collecting. For example, each player must first pick the Number 1 card. If they pick a different number, they must discard it, and the next player takes a turn. Once they collect the Number 1 card, they start looking for Number 2. If they don't pick a Number 2 on the next draw, the next person takes a turn. Keep playing until a player has collected all seven cards in order.









