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.

Card Drop

Description

Students make groups and divide small vocabulary cards between themselves. They repeat the teacher until the timer goes off. If the last called target English matches one of their cards, they can put it down.

After a certain number of rounds, whoever has the least cards wins one point. If more than one student has the least cards, they each win one point. If any student has no cards left, they win five points.

Notes

If, for example, there are 9 cards in your set, it’s good to have 3 students each with 3 cards in their hand. Any left over students could be put in groups of two, and the remaining 3 cards in their set can be left aside.

Lucky Guess

Description

Students make groups and get a set of small vocabulary cards. They shuffle the deck and place them face down. The students ask the first player the target English question, who answers with a guess as to what the top card of the deck is. They then turn over the card. If it doesn’t match, they discard it face up. If it does match, they win one point for that card and each remaining card in the deck. They then shuffle all the cards and reset the deck.

In later rounds, a ‘joker’ card could be added – if the joker is found before a student guesses correctly, that player could lose a certain number of points.

50/50

Description

Each group gets a set of cards. Each group splits these cards into two sets – ‘yes’ and ‘no’. They can put as many cards as they like into either set.

The students then repeat the target English with the teacher until the timer runs out. The teacher puts the last called card into their own ‘yes’ or ‘no’ set, depending on what their last answer was. Once all the cards have been sorted into one of the sets, the groups check their own cards. They get one point for each card that is in the same set that the teacher chose.

Notes

  • Generally this game works best grammar that has two possible choices, like ‘yes’/’no’ questions, ‘can/can’t, ‘do/don’t’, and so on.
  • Every card doesn’t need to be used in in every round. The teacher could pick, for example, 4 cards that the students need to put into a set then use those. More cards could be added every round.
  • A simple rule change for later rounds could be to have all groups start with as many points as there are cards being used, and they lose a point for each matching card at the end of the round.
  • Another rule escalation could be that the students need to turn their cards face down before putting them in groups, and they can’t reveal what they are until the round is finished.

Time Travel Game

Description

Students are in groups and each group is given either a sheet/flashcards with all the vocab or a set of number cards to correspond to the numbers in the game. On each slide insert images corresponding to the target English.

ALT/HRT/JTE sets a timer and goes through the target English on the screen. When the timer has gone off, give STS some time to guess where they think the real image is. They guess by placing an ohajiki on the flashcard that corresponds to the space. After, click the next button to reveal where the real image is.

STS who guessed the correct place get 1 point!

Castle Game

Description

STS are in groups and each groups gets a game board and a set of small cards. Each set of small cards should have 1x princess, 1x dragon and 4x nothing cards. On the blackboard, assign 6 target English flashcards a number 1~6. STS shuffle the cards and place them facedown on the game board. 

ALT/JTE sets a timer and calls the target English. STS repeat. When the timer sounds, the last card call indicates a number. Groups turn over the card on their game boards that corresponds to the number of the last called flashcard. If a group turns over the princess card, they get 1 point and shuffle and reset their cards. If a group turns over the dragon card, they do not get any points and must shuffle and reset their cards. If a group turns over the nothing card, nothing happens. No points and no shuffle. 

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The Money Game

Description

Give each student three random cards. It would be great if they get at least one reverse card. Students stand up and find a partner and practice the grammar structure. They then play “rock, paper, scissors.”

Without showing the cards, the winner picks one from the loser’s hand. There are three scenarios:

  • If the winner picks a money card (100 or 200), the round ends.
  • If the winner picks a reverse card, the loser gets a turn.
  • If both the winner and loser pick two consecutive reverse cards, the round ends.

If a student runs out of cards, they ask the teachers for two more cards. The student with the most money wins the game.

Notes

It would be great if each student gets at least one reverse card.

Element Game

Description

Firstly, explain the strengths and weaknesses of each element. Water beats fire, fire beats earth, earth beats water. Air beats water, fire and earth. Pollution beats air, but water, fire and earth can all beat pollution.

Give each student three random element cards. The students stand up and find a partner, then practice the target English. The students then both pick one element card from their hand. Instead of saying “rock, paper, scissors,“ they count down “3..2..1.. Show!” Whoever has the winning card takes their partner’s card.

In case of a tie, both students place their cards somewhere (like on a desk or chair) and continue to the next round until there’s a winner. The winner collects all the cards.

If a student runs out of cards, they ask the teachers for two more cards. The student with the most cards at the end wins the game.

Notes

  • Make sure they count down “3…2…1…Show!” or any other chant you would like in English. If not, there is a chance for students to just say “せーの” if the English is not emphasized.
  • Print enough cards so you will have spares for the losing students.

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Gacha Basket!

Description

In this team game, students will take turns pantomiming a vocabulary verb for the other members to guess. This game’s purpose is for students to effectively say sentences such as “She can swim” and “They can’t play kendama” on their own.

Put at least as many gacha as there are members in each team. For example, if there are 4 members, there should be four gacha in the basket. Each gacha will have two cards inside: the verb vocabulary card, and the point card. Sandwich these cards together, backside facing outwards, to keep the cards a mystery. Bend the card slightly into a U shape to fit into the gacha. Place the gacha in the container.

Each group gets a set of cards, face down, on their desk to make their sentence. For example if the target English is can/can’t, they would get a set of pronoun cards and modal can/can’t cards.

Player 1 turns over the cards and opens one mystery gacha. They secretly peek at the action verb, then pantomime/gesture it (without saying the word themselves) for the remaining players to guess as a team. For example, if the two cards on their desk are ‘she’ and ‘can’t’, and the gacha card is ‘swim’, player 1 pantomimes someone who CAN’T swim. The correct answer would be “She can’t swim!” The players must say the whole sentence for the game to be effective English practice. If the remaining three players can guess correctly within 3 tries, they will win the number of points within the gacha ball.

Notes

  • This game can be played as a group, as a pair, or as a class! When in groups or pairs, the students will work together to accumulate points and compete against all other teams. When this game is played as a class, the class will simply see how many points they can accumulate together, and there will be no opponent. Even without an opponent, it can still be a rewarding game.
  • In a group setting, the members janken to decide the first player to the last. As a pair, two students janken and the winner goes first. As a class, the teacher will volunteer as the first player as an ice breaker, then volunteers can come and participate in the front of the class as they like.
  • Pass out the group point sheet after the game demonstration is performed. If played as a class, points can be recorded on the board instead.
  • The points should not be checked until the end of class both to save time, and to keep the excitement and wonder in the class high.
  • A variation of the rules is the group looks at the gacha card instead, and pantomimes for the current player to guess the correct sentence. This could be decided by what card is drawn on the desk, for example. An example could be if the ‘they’ card is picked, the group pantomimes to the current player, otherwise the current player pantomimes to the group.