Lucky Card

Description

Students each get 3 random small cards. They make pairs, ask questions and answer using the target English and one of the cards they have in their hand. They then janken, and the winner can choose which of their cards they will exchange with one of their partner’s cards (also of their choice).

When time is up, the teacher picks a lucky card. Students get one point for each card they have that matches the lucky card.

Notes

The teacher can pick multiple cards to be lucky, certain cards can be worth more points than others, or there can simply be one lucky card.

What’s Missing?

Description

The teacher puts a set of flashcards on the board at the front of the class. The student try to memorise them, then all turn away and face the back of the classroom. The teacher removes one card, then the students turn back to the front. After some thinking time, the students can then volunteer to say which card is missing.

Notes

  • Asking for a single volunteer creates quite a high pressure environment. It may help to have the students make groups. Then, the group can be picked to volunteer together.
  • Alternatively, again in groups, students can assign themselves a number. Then, after the thinking time, the teacher calls one number and every student who matches that number can volunteer. For example, if the teacher calls ‘2’, every student who is number 2 from each group can volunteer. This means students can’t know who will be picked beforehand, and encourages peer support.

Unlucky Ohajiki Time

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. All students start with 5 points.

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 loses 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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Pair Dice

Description

Students make pairs. The teacher says the vocabulary in any order, and the students repeat. When they hear the keyword, both students roll their dice. The highest number rolled is the number of points that their pair wins. If both students roll the same number (even if they roll 1 twice), they get 10 points.

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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Timer Bingo

Description

Students get a bingo sheet, and write the target English randomly in each square (or use small cards). The teacher calls out the target English and the students repeat, until a timer goes off. Students mark the square that matches the last word that was called. When they get a complete line, they get one point.

Notes

Using small cards instead of drawing on a worksheet can help the game run for multiple rounds. The students turn over the matching card rather than check a box.

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Bingo

Description

Students get a bingo sheet, and write the target English randomly in each square. The teacher calls out the target English and the students mark off each square. When they get a complete line, they get one point.

Notes

Using small cards instead of drawing on a worksheet can help the game run for multiple rounds. The students can put each of their cards into a grid, and turn over the matching card when it is called rather than check a box.

Go Janken

Description

Students make pairs. The teacher calls out random vocabulary words and the students repeat. When the teacher calls ‘go’, the students play janken with their partner. The student that wins janken gets one point.

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Keyword Karuta

Description

The students make groups. Each group gets some small cards with the vocabulary on them. The teacher picks a keyword. Students put that card in the middle of their group.

The teacher calls out random vocabulary words and the students repeat. When they hear the keyword, they try to grab the card. The student that grabs it wins one point.

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

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Dinosaur Hamburger

Description

Students make pairs. Each student has one open hand (the ‘dinosaur’) and one closed hand (the ‘hamburger’). A vocabulary word is picked to be the keyword. The teacher or ALT calls random vocabulary words and the students repeat them. When the students hear the keyword they use their ‘dinosaur’ hand to try to ‘eat’ (i.e. catch) their partner’s ‘hamburger’ hand. The student that does this first wins one point.

Notes

  • It may be worth changing the pairs every few rounds, so a slower student is not always paired with a faster student.
  • This game can also be played in groups, where the students stand in a circle. For example, in a group of 3, Student A’s open hand matches with student B’s closed hand, student B’s open hand matches with student C’s closed hand and student C’s open hand matches with student A’s closed hand.

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String Catch

Description

Students make pairs and each hold a length of string in their left hand. The teacher picks one vocabulary word to be the keyword. They call out random vocabulary words and the students repeat them. When students hear the keyword, they try and grab their partner’s string. If they can, they win one point.

Notes

  • It may be worth changing the pairs every few rounds, so a slower student is not always paired with a faster student.
  • This game can also be played in groups, where the students stand in a circle. For example, in a group of 3, Student A’s open hand matches with the hand student B is holding their string with, student B’s open hand matches with the hand student C is holding their string with and student C’s open hand matches with the hand student A is holding their string with.
  • If possible, it may be better to group right-handed and left-handed students into the same pairs to keep things fair.

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