Monster Game

Description

Divide the class into groups and assign each group a flashcard on the blackboard. You can either draw or prepare the monsters (I found pictures on Irasutoya and printed + laminated them because you need multiple monsters). 

Place or draw the first monster on the board. Assign the monster health points (I recommend keeping it under or just above 10 so more groups have a chance to win points) and secret points (I used number flashcards and put it face down on the blackboard. The teacher sets a timer and calls the target English. Students repeat the teacher.

When the timer sounds, the last called flashcard indicates the group that gets to attack the monster. Either the teacher or a student volunteer from the group rolls a die. Subtract the number from the monster’s health points. If the monster’s health reaches 0, the monster is defeated. The secret points are revealed and awarded to the group that defeated the monster. The next monster is brought out.

The game continues as such until either all monsters have been defeated or time has run out. Group with the most points at the end of the game is the winning group!

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Bad Day Game

Description

Each student starts with five lives. They get a worksheet and choose a vocab. The teacher says the word and students repeat until the lighting strikes. If the lighting strikes on the same card that they have chosen they lose one life. Repeat until all vocabs are finished and check who survived the day. 

Notes

  • This game is a great match for daily routine. 
  • It could be used as a warm up or review game.  

Bomb Sweeper

Description

Put all cards on the board, and hide the star and bomb card under any two cards. Repeat with the students until the timer goes off. Remove the last card called. If there is nothing under it, the class gets one point. If there is a star, the classes’ points are doubled. If there is a bomb, the round ends and the class keeps whatever points they gathered. Reset and try to get more points the next round. 

Notes

  • You can introduce more special cards as you go to make it longer. Please comment if you discover any good variations!
  • This could be used as a warmup or input game depending on your variations and delivery.
  • The could also be turned into a group game, although I’m not sure how they would hide the special cards. Please comment if you find a good method.

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Balloon Pop 2.0

Description

There is a PowerPoint with five balloons. Behind each balloon is a point. Have the ALT/teacher choose a number. The vocab flashcards should be on the board and labelled 1-5. You can add more balloons if you have more vocabulary or you can put two flashcards under one number, i.e. “Red, yellow” – 1, “blue, green” – 2. It’s up to you how you manage it.

Set the timer and have the students repeat, when the timer goes off, you can pop the balloon that matches the number flashcard you landed on. The goal is for the students after three tries to have beaten the ALT/Teacher’s number. You can pop the balloon each round or wait until the game is over to pop them.

Hit and Blow

Description

Students play in pairs. Each student gets a matching set of vocabulary cards (i.e. dog, cat, chicken, lion, panda, koala and kangaroo), and each pair gets one set of 5 set of X cards.

Ss do RPS. The winner is the 1st Master. Master chooses 5 cards and an order, and places them face down on the desk in a line.

One by one, Master points to a card and asks the target dialogue, for example, “What’s this?”. The other student picks one of their own cards and places it next to the indicated card, saying, for example, “It’s a ____.”

After Master has asked all 5 cards, they will then indicate if the answers are correct.

If the card is one the Master has chosen and in the same position as the Master, the Master will turn that card over. If the card is one the Master chose, but in a different position, the Master will do nothing. If the card is not one the Master chose, they will put down an X card next to the other student’s card.

The other student can then change their card position or which cards they had selected from the initial set of cards to try and guess the correct cards and order. The student has 3 chances (including the first round) to guess the correct cards and their correct order.

After 3 chances, the other student gets 1 point for every upside-down card, and 2 points for every card face-up. No points for any cards with an X.

Then students switch roles.

Depending on students grade level and difficulty of vocabulary, adjust the number of cards in the original set, but, in general I’ve been using 7 cards in the initial set.

Notes

The demo is very important for the students to understand this game. When working on it, even ESG3 could understand quickly when they saw a good demo.

– The X cards, for ease of understanding, should be placed next to the cards chosen by the other student, not the master to indicate that the card chosen by the other student is incorrect.

– Can be used for only vocab, question or answer. 

– Definitely demo this game in your meeting with your TT beforehand. 

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The Unlucky Donut Game

Description

This game can be played 2v2 in teams.

1. Each group receives a deck of mini cards that contains 3 donut bomb cards and one dice. The cards are shuffled and arranged on the desk in a circle shape.

2. Team 1 rolls the dice. They then flip over cards into the center of the circle up to the number they rolled (minimum 1). They do not have to flip over every card, they can stop at any time. Everyone repeats the target English on each card that is flipped over. If they have not flipped over a bomb card, the team keeps the cards they have flipped over.

3. If a donut bomb card is flipped over, the turn immediately ends. The team does not receive any cards. All cards flipped over are returned to the circle and the bomb card is removed from play.

4. Team 2 then take their turn. Turns repeat until all cards have been collected. The team with the most cards wins 1 point. All cards are then shuffled and the game is reset for round 2.

Notes

  • The cards in the attached file can be edited for any target English. ‘Right click’ + ‘change picture’ is the easiest method.
  • Feel free to make any changes to the rules. Variations are welcome.

Pass the Bomb

Description

Each group receives a deck of cards and a bomb token. Each deck contains a mix of target English cards and ONE explosion card.

The deck in shuffled and placed in the center of the group. Students play janken to decide who starts with the bomb token. Each student starts with 5 points. The starting student flips over the top card of the deck and repeats the target English on the card.

The student then passes the bomb token left/right/across depending on the direction of the arrow on the card and the number or places (e.g. 2 left, 3 right etc). The student who receives the bomb token then flips over the next card. If a student flips over the explosion card, the round ends and the student loses one point.

All cards are then shuffled back into the deck and the next round is played. Play continues until the teacher calls ‘finished.’ Students then count how many points they have remaining and the student with the most points left is the winner.

Notes

  • The file attached is for the target English “I want to be a~” but can be changed for any other target English. 
  • The first sheet of cards is enough for one group. 
  • You can add more than one explosion card to the deck but the students tend to find it more exciting if there’s only one in the deck.

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Joker Game

Description

Playing cards are placed face down on the board, one for each group. Set a timer and call the target English. The students repeat the teacher, and when the timer sounds, all the playing cards are revealed. The group that has the ‘joker’ is out. This continues until only one group is left, who are the winner!

Notes

  • The ‘playing cards’ do not need to be actual playing cards. Anything where there is one ‘out’ card will work. For example, every card could be ‘red’ except for one ‘blue’ as the joker.
  • The quickest way to make groups is just have each line of students be a group – this way, no one needs to move their desk or shuffle around.
  • Normally it’s problematic to have groups or players eliminated in a game, as it takes away their motivation. In this case, the whole game should take less than 5 minutes and there is still the interest of who will win or lose. As with all warmup games, it comes down to presentation!

Quick Lucky Dice

Description

The entire class versus the teacher. Assign 3 numbers to the class and 3 to the teacher 1-6 (e.g class = 1,2,3 and teacher = 4,5,6). Set a timer and call the target English. Students repeat the teacher. When the timer sounds, roll a dice. If it lands on one of the three numbers assigned to the class, the class gets 1 point. If it lands on one of the three numbers assigned to the teacher, the teacher gets 1 point. Whoever has the most points at the end of the game is the winner!

Teacher Race

Description

A race track is drawn on the board with a start and finish line and 8 spaces in between. The teacher is assigned a magnet and the class is assigned another magnet. Both are places on the starting line. A timer is set and the students repeat until the timer sounds. A die is then rolled first for the teacher. The teacher’s magnet is moved as many spaces as rolled. The die is then rolled for the class, and their magnet is moved as many spaces as rolled. The first magnet to cross the line is the winner!

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