Lucky Ohajiki

Description

A set of large number flashcards shuffled and placed face down on the board, so no one knows which card has what number. Large flashcards for the vocabulary are then placed on top of the number cards, face up.

Students make groups and get a set of small vocabulary cards, and one ‘ohajiki’ (a counter/game piece) each. Each student in the group puts their ohajiki on any of the flashcards they like.

The teacher picks one of the vocabulary words, and the students repeat them. They reveal the number card underneath, and any student who picked it with their ohajiki wins as many points as the number on the card.

Notes

  • If students are in pairs and can only pick one card, then there will be a long time for them to wait until they can win any points or see what their partner won while cycling through all the possible cards. It’s better to have them in larger groups, so every round they can either see how many points they won or how many points their partners won.
  • If there are enough ohajiki, students can play the game in pairs and pick up to half of the cards each.

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Ohajiki Time

Also known as:

  • Timer Game

Description

Students get a set of small vocabulary cards. They also get one ohajiki (a counter/game piece) each. Each student puts their ohajiki on one of the cards. The teacher sets a random time on the timer (between around 30 seconds and 2 minutes), but turns the timer away from the students so they can’t see how long the round will be.

The teacher starts the timer, and calls random vocabulary. The students repeat them. When the timer stops, any student who has an ohajiki on the card that matches the last vocabulary called wins one point. The teacher then sets a new random time and the students pick a new vocabulary card for the next round.

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Ohajiki Game

Description

Students make pairs and get a set of vocabulary cards. They also get one ‘ohajiki’ (a counter/game piece) each. Both students put their ohajiki on top of any card they like.

The teacher calls out random vocabulary words from the set currently being studied, and the students repeat them. When the teacher says the vocabulary that matches the card the student placed their ohajiki on, they win one point. They then put their ohajiki onto a new card.

Notes

Students can change pairs between rounds.

Keyword Dice

Description

The teacher says the vocabulary in any order. The students repeat. When they hear the keyword, the students try to grab the dice. The student that grabs it first can then roll the dice to see how many points they win.

Notes

  • It’s easier if students don’t need to repeat the keyword before trying to grab the dice.
  • It’s best to introduce this game after the students are familiar with the regular version of the game.

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Keyword Game

Description

Students make groups and each get a set of cards with the target English on them. The teacher picks a keyword from the set. The students put an eraser (or pen lid, ohajiki, etc.) in the centre of their group.

The teacher/ALT says the vocabulary in any order. The students repeat. When they hear the keyword, the students try to grab the eraser. The student that grabs it wins one point.

Notes

  • The game can be played by putting the eraser on top of a small flashcard that matches the keyword, to associate the sound of the word with the image.
  • It’s easier if students don’t need to repeat the keyword before trying to grab their eraser.

Go Karuta

Description

Students make groups and get a set of flashcards. They shuffle the cards, and place them face up in the middle of their group. The teacher calls out vocabulary that matches the flashcards randomly. The students repeat the teacher. The teacher says ‘go!’ at random. When they hear this, the students try and take the card that matches the vocabulary that was last called out.

Notes

  • For younger students, it’s best to have them put their hands on their heads while they’re listening, to prevent cheating.
  • If a student makes a mistake, it’s best not to have a penalty so they don’t lose motivation.
  • It’s best to introduce this game after the students are familiar with the regular version of the game.

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Zone Karuta

Description

Students make groups of 3 or 4. Each group gets a set of cards between them. They split the cards evenly between themselves, and put their cards in front of them. Any left over cards go in the middle.

The students listen for the teacher to call out the target English. They all try and take the card that matches what is said first. They get one point for taking their own card, and two for taking another student’s card.

Notes

  • For younger students, it’s best to have them put their hands on their heads while they’re listening, to prevent cheating.
  • If a student makes a mistake, it’s best not to have a penalty so they don’t lose motivation.
  • Once the card has been taken, it is useful if the teacher or ALT says the word again and has the students repeat them. This gives the students some speaking practice as well as listening practice.
  • It’s best to introduce this game after the students are familiar with the regular version of the game.

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Karuta

Description

Students make groups and get a set of flashcards. They shuffle the cards, and place them face up in the middle of their group. The teacher says one of the key vocabulary words, and the students try to take the matching card before their teammates do.

Once the card has been taken, the teacher says the word again and the students repeat it.

Notes

  • For younger students, it’s best to have them put their hands on their heads while they’re listening, to prevent cheating.
  • If a student makes a mistake, it’s best not to have a penalty so they don’t lose motivation.
  • Once the card has been taken, it is useful if the teacher says the word again and has the students repeat them. This gives the students some speaking practice as well as listening practice.