Mini Mega Janken

Description

The students make pairs, and each pair gets set of flashcards. They place the flashcards in a line and each student starts at opposite ends. They say the target English that matches the card and move to the next card in the line until they meet in the middle.

They janken, and the loser restarts at the start of the line and the winner continues from where they were. When one player reaches the end of the line, they win one point.

Notes

  • It may be helpful to rotate pairs every few minutes.
  • It is more manageable to make sure the students say their vocabulary at the same rhythm – i.e. they cannot say the next vocabulary until their partner is ready to move on. This prevents one student from going too fast and not speaking clearly, or another getting stuck and losing out.

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Order Memory

Description

The students make groups. Each group gets a set of cards for the target English, which they shuffle and place face down. The teacher picks three cards, and assigns them as number 1, 2 or 3. For example, if the target English is animals, they could pick 1 as dog, 2 as cat and 3 as monkey.

The first student turns over one card. All students say the matching target English for the card. If the pick the first order card (for example, ‘dog’), the student can continue and turn over a new card. If the second matches (for example, ‘cat’), they can turn over the next, and so on. If they flip over a card and it isn’t the next card in the sequence, they flip the cards back and the next student tries.

The first student to successfully get all 3 cards in the correct order wins one point. The cards are then all turned face down once again and shuffled for the next round.

Notes

  • The students shouldn’t shuffle cards if they pick the wrong one, only turn it back to being face down. This way the students can try to remember the position of each card.

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.

Connect 4 Dice

Description

Students make pairs and a Connect 4 Dice worksheet. Each student takes turns rolling a dice. Depending on the number the dice lands on, they can pick a space in the matching column and sayi the associated target English that matches the picture. They then put one of their ohajiki on that space. The first student to get an unbroken line of 4 ohajiki wins. Students can ‘block’ their partner by putting their ohajiki in between their partner’s line.

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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.