Number Match

Description

A warmup game! It’s pretty simple. You have the flashcards on the board. Ask the JTE to choose a number from 15 – 20. Write the number on the board. Set the timer, say the target English while pointing to the respective flashcard. When the timer beeps, roll the dice. Write the number rolled underneath the first flashcard. Do another round. When the timer beeps, roll the dice and write the number rolled under the second flashcard. Do another round. When the timer beeps, roll the dice and write the number rolled under the third flashcard. 

The goal is for all the rolls to add up to the number the JTE said at the start! 

For example, if the JTE said 20 and the first roll was 6, the second roll was 4, the third roll was 5 and the fourth roll was 6 – that makes 21. So under the fourth flashcard, you would write the rolled number – in this case, 6 – but cross it out. We can’t use it because it is too much. 

Continue on with the game. If the fifth roll is 3, write it under the fifth flashcard but cross it out, it still adds up to too much and so we can’t use it. We need to roll a 1 before we reach the end of the flashcards. If we do roll a 1, great! We were lucky. If we don’t end up rolling a 1 before the game ends, oh well – we can try again next time!

Notes

Students don’t need to produce anything – even if they don’t know numbers yet, they’re not being expected to use them at all aside from looking at them/acknowledging them and as we’re using numerals, the language itself doesn’t matter.

You need to keep up with the math, so keep the numbers low or ask the JTE to track them on the board. This way the students can also visualize it.

If you choose a number between 15 – 20, you’re not going to match the JTE’s number in the first two rounds and you’re unlikely to match it in the third. We set the time, so we can get a lot of repetition from the students in this game even if we do make a match.

Shape Zone Ohajiki: Phonics

Also known as:

  • Ohajiki
  • Alarm Game

Description

-Each kid chooses any keyword on the worksheet and places their eraser on that keyword

-Timer starts and students repeat after JTE/ALT (A-a-a-apple for example is how we did it)

-Once the timer ends, the last said keyword right when the timer stopped gets two points; if kids chose a keyword that is in the same column, they get one point; if it is not on the exact keyword or not in the same column, zero points. Each shape on the top corresponds to each column.

Notes

Timer should be under one minute

Can do group points together or pair points as well

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Timer Game variation

Description

See rules for timer game / ohajiki time. The rules are the exact same but students to choose a colour instead of one of the vocab (in this case numbers). If the ordinal number called last is one of the ones in the row they chose then they get a point.

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Zombie Game

Description

The whole class is divided into groups (usually based on the line they are sitting in) and each group is assigned a word. 

For example, if the sentence structure is, “I like + food” then group 1 will be assigned the word ‘pizza’, group 2 will be assigned the word ‘pasta’ and so on. Students will talk with each other (depends on the lesson goal – I like pizza, how about you? / What food do you like? I like pizza) and then play janken.

The winner ‘infects’ the loser: so if the winner likes pizza, the loser now likes pizza, too. They say goodbye and talk with other students and the ‘infection’ spreads. At the end of the game, students can see which group ‘infected’ the most students and are therefore the winners. 

Notes

In the demonstration, make sure to show that when you have been ‘infected’ once, you continue to talk with friends. The game does not end when you have been ‘infected’!

Also demonstrate what happens if you meet someone who likes the same food as you to avoid confusion (and unnecessary janken bouts) in game.

Remember to do a good/bad demonstration. Students must produce the English before playing janken (as with most janken games, students can bypass the English entirely) and encourage peer support. Remind them it’s not a race because sometimes students can forget which word they must use in that moment as it changes often throughout the game.

Before the game, you can write how many students are in each group under the relevant flashcard. At the end of the game, you can count and write the new number underneath. This provides students a visual aid to see what team won/lost and by what margin.

You can play this game in rounds very easily.

Super Mega Janken

Description

On the board, each target vocabulary is placed in a horizontal row. The class splits into two groups, and each group makes a line, one on the left side of the board and one on the right.

The first student in each group, starting from the left or right respectively, says each vocabulary on the board and moves towards the opposite side. When they meet the opposing player in the middle, they play janken. The loser goes to the back of their row and the second player in their group starts saying the vocabulary from the beginning until they meet the opposing player once again. This continues until one student reaches the other end of the board. Their team then wins one point.

Notes

  • This game is very hectic and high-pressure for the students. Also, only two students in the class are playing at any given time. It may be best to split the class into smaller groups.
  • 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.

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.

Lucky Ohajiki

Description

A set of large number flashcards shuffled and placed face down on the board, so no one knows which card has what number. Large flashcards for the vocabulary are then placed on top of the number cards, face up.

Students make groups and get a set of small vocabulary cards, and one ‘ohajiki’ (a counter/game piece) each. Each student in the group puts their ohajiki on any of the flashcards they like.

The teacher picks one of the vocabulary words, and the students repeat them. They reveal the number card underneath, and any student who picked it with their ohajiki wins as many points as the number on the card.

Notes

  • If students are in pairs and can only pick one card, then there will be a long time for them to wait until they can win any points or see what their partner won while cycling through all the possible cards. It’s better to have them in larger groups, so every round they can either see how many points they won or how many points their partners won.
  • If there are enough ohajiki, students can play the game in pairs and pick up to half of the cards each.

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Keyword Game

Description

Students make groups and each get a set of cards with the target English on them. The teacher picks a keyword from the set. The students put an eraser (or pen lid, ohajiki, etc.) in the centre of their group.

The teacher/ALT says the vocabulary in any order. The students repeat. When they hear the keyword, the students try to grab the eraser. The student that grabs it wins one point.

Notes

  • The game can be played by putting the eraser on top of a small flashcard that matches the keyword, to associate the sound of the word with the image.
  • It’s easier if students don’t need to repeat the keyword before trying to grab their eraser.