Secret Word

Description

Worksheet instructions:

  • Choose a secret word you want the STS to find. Make it a word they will know. I also recommend doing a noun.
  • Depending on the word, make target English sentences (e.g if the word is ‘tiger’, which has 5 letters, make 5 sentences)
  • Each sentence should have 1 word missing, and in it’s place squares (e.g if the missing word is ‘run’, where ‘run’ would be in the sentence is 3 squares).
  • In 1 space of the squares, either put a star or some other defining feature. This part is important. The star must be in a square of the letter that will spell out the final word (e.g if the secret word is ‘tiger’ and the missing word is ‘run’, the first square for the ‘r’ will have the star/defining feature)
  • At the bottom of your sentences place the number of squares for the secret word (e.g if the word is ‘tiger’, put 5 squares)

Game rules: STS are in groups and each ST gets the above mentioned worksheet. On the blackboard/PowerPoint have the list of words needed for the blank spaces in the sentences. STS work together to put the correct words into the blank squares and then work out the word that the special letters are spelling. 

Notes

I have attached the worksheet I made for my class, but sadly I can’t make a template for this as it is dependent on the language of the class. 

Roulette Game

Description

The students make groups and get one set of small flashcards. Each group has the same number of ohajiki (or erasers etc.). Students can put their ohajiki on any of the cards. More than one student can put their ohajiki on the same card if they like.

The teacher sets a timer and calls random vocabulary until time runs out. The students repeat. Each group gets one point for each ohajiki they have on the card that was last called.

Notes

In later rounds, the groups start with a certain number of points and lose one point for each ohajiki on the card that is called last.

Roles

Teachers: Demonstration, praise students for good communication. Call the target English until the timer goes off.

Students: Place their ohajiki, repeat the teachers, see how many points they win.

50/50 Move

Description

Split the classroom (not STS but actual room) into two sections: A and B. You can place signs on each side of the class if you want to for clarity or you can just say it. Split the flashcards on the board into groups A and B. 

STS have a short amount of time to decide what section they want to be in. STS stand up and move to the side they decided on. Once STS have decided, ALT/JTE sets a timer and calls the target English. STS repeat. When the timer sounds, STS standing in the section of the last called flashcard get 1 point! Give STS a chance to change groups if they want to between each round. 

Notes

I played this with my JHS class and found they didn’t change groups between rounds. So to make it more interesting I kept secret what group of flashcards was A and what one was B. I also did round 1 as plus 1 point and round 2 as -1 point. The final round I made a ridiculous number like -100 points and +100 points, and found this got a good reaction out of the STS

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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Unlucky Elimination

Description

STS are arranged into groups. Write each groups number on the blackboard and assign a flashcard to each group. On the blackboard next to the group numbers, shuffle and place separate number cards 1~9 face down (if doing 9 groups. Adjust the maximum number to the amount of groups you are playing with. E.g if there are 5 groups, do 1~5). 

ALT/JTE sets a timer and calls the target English. When the timer sounds, the last called flashcard indicates a group. This group can choose a number between 1~9. Once they have chosen the number, reveal the face down cards next to the group numbers on the blackboard. The group that has the number that was chosen is eliminated. Continue until one group remains!

Notes

  • When I played this, to make the game go faster I decreased the number range the students could choose from.
  • I had also 2 of each number so in some rounds, 2 groups were eliminated and in other rounds, no groups were eliminated.
  • If your class has less groups than flashcards you could also assign the JTE and yourself groups (if you want to practice all your vocab).

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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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Lucky Carousel

Description

Place six flashcards in a line and roll a dice. The flashcard that matches the number rolled is the lucky keyword. The students repeat the target English with the teacher, who calls out the target English in order from left to right in a loop until time runs out. If the last called target English is the lucky keyword, the class wins one point. Roll the dice again and pick a new keyword for the next round.

Quick Discard Game

Description

The students repeat the target English with the teacher until time runs out. The teacher then shuffles a deck of small flashcards cards and discards one card at a time until the keyword is found. The class gets one point per discarded card. The deck is then reshuffled and continues for the next round.

Discard Game

Description

Students make groups and get a deck of small cards each. They shuffle the cards face down and put them in the middle of their group. The teacher then calls the target English randomly using the large flashcards, and the students repeat. When the timer goes off, the last card that was called becomes the keyword. Each group then discards the top card from their deck. If the card matches the keyword, they get one point. If it doesn’t match, they can discard another, until they find the keyword card. They get one point per card they discard (including the keyword card).

Notes

In later rounds, you could add a new rule that instead of getting one point per additional card they discard, they start with points that equal however many cards they have total, and lose one point per card that is discarded.