Search Game

Description

The students put all their cards face down. The teacher calls out the target English and the students repeat, until a timer goes off. The last card that was called is the key word. Students each pick one card and turn it over when the teacher says ‘go’. If a student turns over a card that matches the key word, they get one point. If no one gets the matching card, each student picks another card and turns it over when the teacher says ‘go’ again, until the card is found. They then shuffle the cards face down and start the next round.

Notes

  • An important point to this game is you don’t want students racing to turn over cards, as that will make things messy and disorganised (and unfair). Make sure that students wait for you to say ‘go’ before turning over one single card. You’ll need to say ‘go’ as many times it would take for each group to turn over every card, even if some groups find it on the first or second try.
  • The size of groups will depend on the number of cards you have in each set. For example, if you have 6 cards, it makes sense to play in pairs as this would give both players 3 chances to find the keyword. If you have 9 cards, playing in groups of 3 also gives each player 3 chances.
  • If you have a number of cards that doesn’t divide evenly between the students playing (e.g. prime numbers where the number isn’t equal to the number of students playing), one or more cards will not be turned over in a round. For example, if there are 7 cards and students are playing in pairs, after 3 chances to find the keyword there will be one card left. If this left over card is the keyword, then no one wins a point for that round.

Destiny Game

Description

Students make groups and pick two cards, leaving the rest face down. The teacher calls out the target English and the students repeat, until a timer goes off. If one of the cards they picked matches the last target English that was called, they can turn it over. This continues until the first group (or groups) can turn over both of their cards and win. For round two, they pick three cards, round three they pick four cards, and so on.

Dice Battle

Description

The students make pairs and get a dice each. The teacher picks a keyword. The students repeat until the keyword is called. Then, the students roll their dice. Whoever gets a higher number wins one point. If both students roll the same number, they both get one point.

Similar Games

Heads Up

Description

Students get into pairs and get a set of flashcards, and a timer is set for ~2 minutes. Student A holds the cards to face their pair. Student B asks the question, and A guesses what their own card is using the answer. They get 3 tries before they discard that card face up. If they guess correctly, they get one point, and go to the next flashcard. Students guess until the timer goes off. Pairs then switch and play again.

Notes

  • This game hasn’t been tested out yet. If you try it, please let me know how it went!
  • This could also be a good vocab review for a first game or warm up game, where students just guess the word instead of doing the question/answer.
  • The idea is it gets easier to guess the flashcard the more cards they get through, although it may result in students not using the full Q/A.

Example round:

A: *holds card facing away from them*
B: “What do you want?”
A: “I want a….book?”
B: “No! What do you want?”
A: “I want a…game!”
B: “Yes! 1 point.”

Similar Games

Battleship

Description

Using the worksheet, the students first draw their ‘battleships’ on the top half of the page. In the grid of squares, they shade out one row of 4, two rows of 3 and one row of 2. These can be horizontal or vertical, but not diagonal.

Next, making sure their partner can’t see their worksheet, they make sentences by combining the two parts of the sentences on the left and top axis of the grid. Each combination points to a particular space on the grid. If their answer matches a space taken up by a ‘battleship’ on their partner’s worksheet, their partner says ‘hit’. The student can mark that space on the bottom half of the page with a circle. If their answer matches an unused space, their partner says ‘miss’, and they can mark it with a cross.

The students take turns until all the first player is able to hit all the spaces their partner chose. If you print the worksheet as double-sided, they can draw their battleships in new places and play a second game if time allows.

Notes

Students may not know or understand ‘hit’ or ‘miss’, so saying ‘yes’ or ‘no’ (or anything more appropriate to the target English) may be more appropriate.

Squares

Description

Students make pairs and receive a worksheet that has a table with one half of a sentence down the columns, and the second half across the rows.

The goal is for a student to draw a square or rectangle between the points on the worksheet. Students say the two sentences for each point on the grid they chose and then can draw a line between them.

The student who draws a line that closes a square can sign inside of it, and this is worth one point. If a student creates multiple squares in one turn they can get multiple points.

Mastermind

Description

Students make a sentence by picking 1 option from 3 different sections, then try to guess their partner’s sentence.

Their partner tells them how many parts (out of 3) they got right.

The students must piece together the sentence by process of elimination – the sooner they guess it correctly, the more points they get. Once both students have finished their sentences they can make a new sentence (either with the same partner or in new pairs).

Read and Run

Description

Students make pairs. Each group gets a worksheet with some questions.

One student stays seated while another stands up and walks to read cards placed around the room. They find the card that answers their question and remember it. They come back and tell their partner who writes down the answer.

When they finish the question, they switch reading and writing roles and answer the next question.

Notes

  • The student who is looking for answers can’t take the card or their worksheets with them, and they can’t write anything down.
  • The more unexpected and interesting places you can ‘hide’ the answer cards, the more interesting it’ll be for the students!

Five Guesses

Description

Students pick an item out of a set list (i.e. from vocabulary that they have been studying). They make pairs and try to guess what item their partner picked. If they guess correctly the first time, they win 5 points. If they guess correctly the second time they get 4, and so on. If they can’t guess in 5 turns, their partner can tell them the answer.

Notes

  • The number of guesses can be reduced, particularly if there aren’t many options to choose between.
  • A variation of this game is to have the students pick more than one item, and their partner gets one point for each item that they guess correctly.

Two truths, one lie

Also known as:

  • Truth or lie
  • True or lie

Description

Each student writes three sentences that follow whatever current grammatical pattern they are currently learning. Two sentences are true, and one is a lie.

They then make pairs and listen to each other’s sentences, and try to guess which one the lie is. If they guess correctly the first time, they win 3 points. If they guess correctly the second time, they win two points, and if they guess on the final try, they win one point.

Notes

Some students write an outlandish and obviously false lie. There’s nothing wrong with this, but it makes it very easy for their partners to guess! It may be best to recommend they try and make it difficult to guess which one is not true.