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.

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.  

Asleep/Awake Powerpoint

Also known as:

  • Asleep/Awake

Description

Rules are the same for playing the Asleep/Awake game.

Prepare the slides with individual words from a target sentence. Arrange students into groups of 5. Determine who will be Player 1, 2, etc.

All students put their heads down and ‘go to sleep.’ One by one they wake up and note their sentence part on their sheet then go back to sleep. When all students have finished, everyone ‘wakes up’ and shares their words. They then work together to complete the sentence and write it on their sheet. I usually walk around with a stamp and stamp their sentence when it’s correct. Repeat for each round of sentences.

A variation for Elementary School can be done with spelling instead of making sentences. Same rules apply but each player receives a letter. After about a minute of thinking time, I then give them a hint e.g. “It’s a food” or “Picture dictionary page 24”.

Similar Games

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.

Battleship

Description

Using the worksheet, the students first draw their ‘battleships’ on the top half of the page. In the grid of squares, they shade out one row of 4, two rows of 3 and one row of 2. These can be horizontal or vertical, but not diagonal.

Next, making sure their partner can’t see their worksheet, they make sentences by combining the two parts of the sentences on the left and top axis of the grid. Each combination points to a particular space on the grid. If their answer matches a space taken up by a ‘battleship’ on their partner’s worksheet, their partner says ‘hit’. The student can mark that space on the bottom half of the page with a circle. If their answer matches an unused space, their partner says ‘miss’, and they can mark it with a cross.

The students take turns until all the first player is able to hit all the spaces their partner chose. If you print the worksheet as double-sided, they can draw their battleships in new places and play a second game if time allows.

Notes

Students may not know or understand ‘hit’ or ‘miss’, so saying ‘yes’ or ‘no’ (or anything more appropriate to the target English) may be more appropriate.

Squares

Description

Students make pairs and receive a worksheet that has a table with one half of a sentence down the columns, and the second half across the rows.

The goal is for a student to draw a square or rectangle between the points on the worksheet. Students say the two sentences for each point on the grid they chose and then can draw a line between them.

The student who draws a line that closes a square can sign inside of it, and this is worth one point. If a student creates multiple squares in one turn they can get multiple points.

Mastermind

Description

Students make a sentence by picking 1 option from 3 different sections, then try to guess their partner’s sentence.

Their partner tells them how many parts (out of 3) they got right.

The students must piece together the sentence by process of elimination – the sooner they guess it correctly, the more points they get. Once both students have finished their sentences they can make a new sentence (either with the same partner or in new pairs).

Read and Run

Description

Students make pairs. Each group gets a worksheet with some questions.

One student stays seated while another stands up and walks to read cards placed around the room. They find the card that answers their question and remember it. They come back and tell their partner who writes down the answer.

When they finish the question, they switch reading and writing roles and answer the next question.

Notes

  • The student who is looking for answers can’t take the card or their worksheets with them, and they can’t write anything down.
  • The more unexpected and interesting places you can ‘hide’ the answer cards, the more interesting it’ll be for the students!

Asleep/Awake

Description

Students make groups and pick a number (1-5). They each get a worksheet. All students go to ‘sleep’ – i.e. they close their eyes and put their heads on their desks.

One student at a time in each group is called by their number to be ‘awake’ – i.e. they can open their eyes and look at the board. A word or two from a mixed up sentence is written on it and they need to remember it without saying it out loud or writing it down.

The student then goes back to ‘sleep’ and the next group member ‘wakes up’ and reads the next part of the sentence. All students in the group then wake up and work together to put together the sentence. At this point they can write each other’s words on the worksheet and put the sentence in order.