Protect the Cheese

Description

Follow the instructions on the 2nd slide to choose the target word for the game. Zooming the slide out makes it easier to adjust.

Students guess one of the letters for the hidden word. If the guess is correct, click the corresponding circle to reveal the letter. If the guess is incorrect, note it on the blackboard and then click on a piece of cheese to play the animation. If all letters are correctly guessed and the class can read out the word, click the ‘W’ button to play the winner screen. If they lose all their pieces of cheese before figuring out the word, reveal the answer and click the ‘L’ button to play the losing screen. 

The game can be run any way the teacher sees fit. However, to avoid students not engaging, or having only a handful of students volunteering, here is a potential way to run the activity.

1. Arrange class into groups. Give each group a mini card of the target vocab for the unit. Place large flashcards of the same target words on the blackboard.

2. Start a timer and have students repeat each of the vocab. When the timer ends, the group with the mini card for the last called vocab can peer check and choose a letter to guess.

3. Repeat until the class figure out the hidden word or lose all their cheese. 

Students can’t call out the answer until all letters have been revealed. The team that guesses the final hidden letter can then attempt to read out the answer.

Notes

  • You can use any length word you want. Just copy/paste the circles to add more letters.
  • If students guess a letter that appears more than once in the word (eg. dOctOr), I usually only reveal one of them each turn.

Lava Game

Description

You can make whatever rules you need. 

I was thinking of a target English repeat activity where everyone is looking at the relevant English on the board, then as a class they can answer a related question. If they get it right they go to round two, before which they have to do more repeating. Same for round three and beyond. 

Notes

When I made this game, I made it with JHS in mind. There is often very little chance to introduce the new English or review previously studied material before an activity. I imagined this would be a good way to encourage repeat of target English while simultaneously having an English activity – something to balance the ALT’s goals and the JTE’s goals.

I thought we could put the flashcards – whatever target English – on the board. Set a timer and have the students repeat: sentences, words. Whatever you need. 

When the timer beeps, they can play the first round of the Lava Game and work together as a class to answer the question. They can do another round of repeat, then they can try round two of the Lava Game. Another round of repeat, then try round three of the Lava Game – as many rounds as you need.  

It’s easy enough to edit but not suitable for group play, really. There is a right/wrong answer only. If you get it wrong, you explode and the game is over. 

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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Level Up Game

Description

Rule 1: Walk to a classmate and do the target English.

Rule 2: If a classmate answers one of your circled answers,  you can move up a level.  

Rule 3: If you don’t have the answer circled, stay at level you are currently positioned.

Rule 4: When you reach the goal level, you collect one point and go back to the start.

Rule 5: The game continues until the teachers decided to stop the game.

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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KAHOOT!

Description

Students can play this individually, in pairs or in groups. So the first step is making the potential pairs or groups. The teachers provide students with multiple-choice questions, which are projected on a classroom screen. Each question has a limit of 95 characters, is displayed anywhere from 5 seconds to 2 minutes, and is restricted to four response options. Students answer these questions with their tablets and receive points for both response accuracy and promptness. After each question is answered, the correct answer will be displayed as well as a scoreboard of the highest point earners.

Kahoot!’s current service allows free access for all educators. Go to https://getkahoot.com and click on the tab that says “GET MY FREE ACCOUNT.”

Notes

To allow for maximum peer support, I suggest playing in groups. I have found the best way to play review activities is to first divide the groups. Then give each student a number in the group. After this has been established the first question is given.

The students then have time to discuss the answer. After the peer support time, I would call the number of the student who can answer the question from each group. This is how I would normally play review activities. I am not sure if it would work with Kahoot! or even be needed as points are based on both speed and accuracy, whereas other review games don’t usually consider the speed. Try both and leave a comment!!

Damsel in Distress

Description

Students are in groups. Each group gets a game board, a set of quest cards, a set of small flashcards and a die. Student’s place their ohajiki at the stairs of the castle. The set of small flashcards is shuffled and placed in a pile face down. The quest cards are shuffled and placed face down in the spaces on the game board.

The group asks the first player the question. The first player then rolls the die and moves their ohajiki to the number on the board. They then take the top card from the set of small flashcards and answer the question using the target English. Once the student has said the answer, they turn over the quest card associated to the number they rolled. Each round has certain rules for certain cards:

Round 1: If the quest card is the key, potion, shield or sword, nothing happens. The card remains face up and the next player has their turn. If the quest card is the dragon, all quest cards are shuffled and reset. All players are moved back to the stairs and the game continues. If the quest card is the princess, the player that found the princess gets 1 point. All quest cards are shuffled and reset. Players are moved back to the stairs.

Round 2: In round 2 there are 3 dragon defeating cards. If the potion, shield or sword is found BEFORE the dragon is, then the dragon card has no effect if found. If the dragon is found before the potion, shield or sword, then the quest cards are shuffled and reset. 

Round 3: In round 2 the key must be found BEFORE the princess. Once a player finds the key, any player who finds the princess after gets the point. Once the princess is found, the quest cards are shuffled and reset. Players are moved back to the stairs. The rule about the dragon, shield, potion and sword remains the same as round 2. 

The player at the end of the game with the most points is the winner!

Notes

I played this game with my 5 graders for ‘what do you want’ ‘ want~’ and it worked pretty well. We only did the rules for round 1 (but we did 2 rounds of it) but I plan to play it again sometime this year with a rule escalation. 

I have also made a 2nd version of the cards in case you don’t plan to use the key rule (I have replaced the potion card also). I added a ‘nothing’ card in which nothing happens when that card is revealed. There is 2 per set. 

This game was designed for question and answer lessons, but should also work for answer only lessons too.

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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