Quick Crossfire

Description

Place the flashcards in an square grid (i.e. 2×2, 3×3, etc). Students repeat the teacher until the timer goes off, and whichever card is called last becomes the keyword. The dice is rolled. If it rolls a 1, the vertical line of cards the keyword card is on are turned to be face down. If it is a 2, the horizontal line is turned around. 3 is left diagonal, 4 is right diagonal, 5 is both horizontal and vertical and 6 is both diagonal directions, all centred from whichever card is the keyword. If a card is already face down when it is selected by the dice, it is turned back to face up.

Notes

If you don’t have enough magnets to turn the cards face down on the board, you can just remove them and put them back up as necessary.

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The Rugby Game

Description

Players: 1v1 or 2v2

Each group receives a game board, a deck of red mini cards and a deck of green mini cards. Students decide who will be the red team and who will be the green team.

The red team starts at the ‘start’ line and green team starts at the ‘goal’ line. Both decks are shuffled and placed face-down in front of each team. The red team’s goal is to make it to the ‘goal’ line while the green team are trying to stop them.

Start a timer for 3-4 minutes.

The red team draws the top card of their deck and places it on the field while repeating the target English on the card. They can place their card anywhere on the starting line. The green team then draws the top card of their deck and places it anywhere on their starting line while repeating the target English.

Players repeat their turns, placing cards on the field. Cards can only be placed either on the starting line or where an arrow from a previously placed card is pointing.

If a team wants to take over an occupied square, both teams play janken. The winner places their card on the space and the loser card is returned to the bottom of the deck.

If the red team reaches the goal line, they receive 6 points and all cards are shuffled into the deck. Play then repeats until the timer ends. If the red team has not made it to the goal line when the timer ends but have placed a card on either the 2 point or 4 point line, they receive that many points. The red team then adds up their total points.

Teams then switch starting positions. Green team is now attempts to score while the red team tries to stop them. A new timer is set for round 2. After the timer ends, both teams compare points to determine the winner.

Notes

The images on the cards can be changed to match the target english for the unit. 

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Timer Dice

Description

STS make groups and get a set of cards. Each group picks 3 cards. At the start, all cards are worth 3 points. The STS repeat the HRT/ALT as they call out the vocabulary until the timer goes off. The HRT/ALT then rolls a dice. The number from the dice becomes how many points the last card that was called is worth. After 6 rounds, the game is finished and the groups see how many points their 3 cards are worth in total.

Notes

  • The number of cards each group picks will depend on how many total cards there are in the set. The more cards in total, the more cards the students should pick at the start of the round (a good amount is roughly 50%).
  • The amount of cards picked can change each round to add a sense of development in the game.

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Search Game

Description

The students put all their cards face down. The teacher calls out the target English and the students repeat, until a timer goes off. The last card that was called is the key word. Students each pick one card and turn it over when the teacher says ‘go’. If a student turns over a card that matches the key word, they get one point. If no one gets the matching card, each student picks another card and turns it over when the teacher says ‘go’ again, until the card is found. They then shuffle the cards face down and start the next round.

Notes

  • An important point to this game is you don’t want students racing to turn over cards, as that will make things messy and disorganised (and unfair). Make sure that students wait for you to say ‘go’ before turning over one single card. You’ll need to say ‘go’ as many times it would take for each group to turn over every card, even if some groups find it on the first or second try.
  • The size of groups will depend on the number of cards you have in each set. For example, if you have 6 cards, it makes sense to play in pairs as this would give both players 3 chances to find the keyword. If you have 9 cards, playing in groups of 3 also gives each player 3 chances.
  • If you have a number of cards that doesn’t divide evenly between the students playing (e.g. prime numbers where the number isn’t equal to the number of students playing), one or more cards will not be turned over in a round. For example, if there are 7 cards and students are playing in pairs, after 3 chances to find the keyword there will be one card left. If this left over card is the keyword, then no one wins a point for that round.

Quick X and O

Description

Draw a 3×3 noughts and crosses/tic-tac-toe board. Label each square from A-I. Set the timer for ~30 seconds, and repeat the target English until the time is up. The teacher then picks one of the spaces (referencing the letter in that square) and marks it with an ‘O’. A random student then picks a space, which the teacher marks with an ‘X’. For the second round onwards, toss a coin or roll a dice to see who goes first out of the teacher or students. If either the teacher or the students can get three of their ‘O’ or ‘X’ marks in a row, they win. If there are no spaces left at the end, it’s a draw. 

Notes

  • This game will last between 3 and 5 rounds, depending on when one team wins.
  • It’s best for the teacher to not pick the centre space first, as better to give the students a chance to pick it to have an advantage.

Search Zone

Description

The students make groups. Each group gets a set of vocabulary cards (face down) and they split the cards evenly between themselves. Any cards left over are kept in the middle of the group. The students cannot check what cards they have until the end of the round.

The teacher puts each large card into one of three ‘zones’ on the board. They set a timer and call random vocabulary until time runs out. The students repeat. The ‘zone’ of cards that the last called card is in ‘wins’. The students turn over all of their cards. Each card that matches the winning ‘zone’ is worth one point.

The students then shuffle their cards and split them between themselves for the next round, still face down.

Notes

  • When splitting cards between groups, whether there are any left over will depend on the size of the group and the number of vocabulary cards. For example, if there are 9 cards and 3 students in a group, each student will have 3 cards and none will be left over. If there are 9 cards and 4 students, each student will have 2 cards and one will be left over.
  • A ‘left over’ card could be worth one point for every student.

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Timer Zone

Description

The students make groups. Each group gets a set of vocabulary cards and they split the cards evenly between themselves. Any cards left over are kept in the middle of the group.

The teacher sets a timer and calls random vocabulary until time runs out. The students repeat. The student who has the card that matches the last called vocabulary wins one point.

After a certain number of rounds, the students shuffle and pick new cards.

Notes

  • When splitting cards between groups, whether there are any left over will depend on the size of the group and the number of vocabulary cards. For example, if there are 9 cards and 3 students in a group, each student will have 3 cards and none will be left over. If there are 9 cards and 4 students, each student will have 2 cards and one will be left over.
  • A ‘left over’ card could be worth one point for every student.

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Pointing Game

Description

Split the class in half. Assign group A and B (or whatever is appropriate) and set the timer. When you begin pointing and saying the flashcard, the JTE/HRT will point at the A side. The students will repeat. When you move on to the second flashcard, the JTE/HRT will point at the B side. The students will repeat. This will go on until the timer beeps. Whichever team the JTE/HRT is pointing at when the timer goes off gets one point. Repeat the process. 

Notes

You know your students. If they’re going to complain about the winning/losing team, don’t play it. I’ve had a class where the students really went after the teacher for their choices in selecting groups and points. If you think this might cause your teaching partner grief, avoid it. It’s not worth killing the atmosphere for your teaching partner and students!

Battle

Description

Put your flashcards on the board. Ask the HRT/JTE to write a number on the board. The goal of our game is to beat that number! Start the timer, begin the process of pointing at the flashcard, saying it and having the students repeat. When the timer beeps, roll the dice and write the number under the 1st flashcard. Continue the process. Between rounds you can point to the numbers under the flashcard, wince/look happy (depending on how well you’re doing) and then point to the HRT/JTE’s. At the end of the game, see who is the winner: the class or the HRT/JTE. 

Notes

We have a lesson plan and flashcards – we know how many words the students are going to be using. Before class, quickly do the math. Say there are seven flashcards, the biggest number on the dice is six therefore on an insane lucky streak, the highest possible number is 42. Ask the JTE to choose a number up to 42. If they choose 100, of course that’s impossible. We need to be able to beat them!

If you have time you could print a picture of a trophy, stick a magnet on the back and put it under the JTE’s number. If we win, we can move it to our number.

It doesn’t matter where the timer stops, we’re writing the rolled number in order. So if we’re on the first round but the timer stops on the fifth flashcard, we still write the rolled number under the first flashcard.

Balloon Pop

Description

Draw a cluster of balloons on the board – nothing fancy, as long as they’re distinct oval shapes with string coming down. Put the flashcards on the board and split them in to two distinct categories: -1 and +1. Set the timer. Point at the flashcards, say the English and have the students repeat. Go between the two categories. When the timer beeps, have the JTE/HRT erase or add a balloon depending on what category the last flashcard was in. The goal of the game is to have at least one balloon left! 

Notes

If you want, you can quickly draw a house (like UP!) or whatever character (Anpanman) or animal you sketch up very quickly and attach them to the bottom of the strings. Give the students something to invest in.

At the start of the game, tell the JTE/HRT briefly that they need balloons. When the first round is done, have the JTE react. If they’re -1, make a show of erasing one balloon. “Oh no!” or make a worried face. If they’re +1, have them cheer or react. Or you can react on their behalf!