Secret Vocab

Description

The teacher picks a small flashcard and keeps it a secret. Students repeat the teacher until the timer goes off, and whichever card is called last becomes the keyword. If the keyword matches, the class wins one point, and the teacher picks a new small flashcard. This continues until all the rounds are complete.

Quick Janken Discard Game

Description

Class vs the teacher. The flashcards are on the blackboard. ALT/HRT sets a timer and calls the target English. The students repeat. When the timer sounds, the last called flashcard is the keyword. Using a set of small flashcards, the ALT/HRT discards cards one at a time until the keyword is found. The amount of discarded cards is the amount of points to be won. One student volunteer plays janken against the HRT. The winner of janken wins the amounts of points indicated by cards discarded. After a few rounds the team with the most points is the winner!

Bingo Battle

Description

Make a bingo sheet on the blackboard for the HRT and another bingo sheet for the class. ALT/HRT sets a timer and calls the target English. Students repeat. When the timer sounds, the last called flashcard is turned over on both bingo sheets. After about 5 rounds, check how many bingos the HRT and students have to see who the winner is!

Notes

This game requires two sets of large flashcards

Quick Creature Hunt

Description

Have all the students close their eyes or face the back. Place a random creature under each flashcard on the blackboard. Place another copy of 3~4 creatures matching 3~4 of the ones placed under the flashcards on the board. These are the creatures the class is trying to find. 

ALT/HRT sets a timer and calls the target English. STS repeat. When the timer sounds, remove the last called flashcard to reveal the creature underneath the card. If it matches one of the creatures the class is trying to find, class gets 1 point. If not, class gets 0 points.

PPT Monster Game

Description

Split the class into groups based on how many vocab flashcards you have. Each group is assigned a flashcard. Repeat with a timer. The last card called is the group that gets to attack. One student is chosen to roll a dice for attack. Every three rounds student can pick one box to open for a power up. 

Notes

  • With grades 3 and 4 I find you don’t need groups to get points for defeating the monster, as they are happy just beating it. 5th grade and up may need to points for extra incentive.
  • I found letting the students use the power up 3 times helped the game move along faster, as an unlucky class will have a tough time getting past round 3.
  • The last three rounds are ‘boss’ rounds where the monster has phases, and refills their health bar.
  • Rounds 1-3: 7 health points. Rounds 4-6: 13 points. Rounds 7+8: 26 points. Round 9: 39 points.

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Block Build

Also known as:

  • Tetris

Description

Draw a 10 block wide by any height square. Pick a random group to answer the question. Show the first card (or ask the question). The group answers with the corresponding sentence/answer. One member from the group picks a random piece out of a box/bag, and places it on the game board. The pieces can’t be suspended in the middle of the board (must follow gravity like Tetris). The group that hits the top line is eliminated, or the game resets. 

Notes

  • If groups are eliminated, it would be best as a warmup game with a small game board.
  • I made this for G5 Unit 8, or any unit where there is no question. For Unit 8, I would pull a random building card, and the group would have to use it’s English phrase, and it’s matching activity (*pulls library* – “We have a library,” “You can enjoy reading”)
  • This should also work with simple question/answer, or anything really.
  • There is probably a way to make this into an input/output game.
  • The file should be printed on A3 so the pieces are large enough.

Preposition Hunt

Description

Students are divided into groups. Groups are shown the screen. ALT/HRT asks the class the question and groups have talking time to think where the item could be. Groups then volunteer. HRT chooses a group, who stands up. The class asks the group the question which the group then answers. ALT/HRT clicks on the square relating to the answer the groups gave. If the group correctly guessed where the item is, they get 1 point. If they did not guess the correct space, another group has a chance to guess. Continue until either the item is found or the class could not find the item. 

Quick Sequence Game

Description

A timer is set, and the teacher picks a card from the first set, and says the appropriate target English. The students repeat, then a card from the second set is picked, with the teacher saying the target English and the students repeating again. If the two cards match (that is, they form a correct sentence like [Vietnam] is in [Asia]), the class gets one point and a card from the first set is picked again. This continues until time runs out.

Notes

  • The game (when the rules specifically as defined above) only works for units with more than one set of vocabularies.
  • The vocabulary sets need to generally make objective rather than subjective statements, for example countries and continents, animals and habitats, and so on.
  • Subjective statements could be used but vocabulary from both sets would need to be preemptively ‘connected’ by the teacher on the board, for example ‘she is [Hanako], she can [run].’

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Maths Line

Description

Each flashcard is assigned a random multiplier, for example ‘x2’, ‘+10’, ‘/3’, ‘-20’. A ‘high score’ is written on the board, which is the number to beat (this can be an arbitrary number, the previous class’s score, etc). Students repeat the teacher until the timer goes off, and whichever multiplier that is under the card that’s called last becomes the first part of the ‘maths line’ sum. This continues until there are no more rounds. The result of the sum is written down, and if it beats the ‘high score’, the class wins.

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Quick Crossfire

Description

Place the flashcards in an square grid (i.e. 2×2, 3×3, etc). Students repeat the teacher until the timer goes off, and whichever card is called last becomes the keyword. The dice is rolled. If it rolls a 1, the vertical line of cards the keyword card is on are turned to be face down. If it is a 2, the horizontal line is turned around. 3 is left diagonal, 4 is right diagonal, 5 is both horizontal and vertical and 6 is both diagonal directions, all centred from whichever card is the keyword. If a card is already face down when it is selected by the dice, it is turned back to face up.

Notes

If you don’t have enough magnets to turn the cards face down on the board, you can just remove them and put them back up as necessary.

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