Scattergories

Description

Students keep the sheet in their folders to take out whenever we play scattergories for a warm-up activity. The ALT chooses a letter and the students write the letter in the center of the grid. Students then have 5-10min to write a word for each catagory that starts with the chosen letter. I let them use their textbooks/dictionaries to help. For scoring points (if you want to), students share their answers and anyone with a unique answer gets 1 point.

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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Janken Soccer

Description

Students make pairs and each get game board with a soccer pitch on it, and a ‘soccer ball’ card. They also get a set of cards with the vocabulary on them. They shuffle these and put five on to the game board. First they janken. The loser asks the question. The winner answers. The winner moves their ‘ball’ one space towards their goal.

If one student wins enough times in a row and moves all the way to their partner’s goal, they score one goal (get one point) and the ‘ball’ goes back to the centre, while shuffling a new set of cards onto the board.

After a few minutes, pairs can change.

Notes

  • This game can be used to practice vocabulary, grammar and questions and answers.
  • If using the template version, print it at A3 size and the spaces will be the right size for small (roughly 9.2 x 6.5cm) cards to go on top. You can print and use the small ‘soccer ball’ cards, or the students can use an ohajiki or an eraser (or something similar) from their pencil cases.
  • If using the worksheet version, change the images in each section as needed to fit the current lesson’s target English.

Letter Exchange

Description

The students first get a worksheet that has 6 random letters. The students draw the letters in the squares using whatever colour/design they like. When they’re finished, they cut them out.

The students then get a sheet of paper with their name on it written in English, and six letters which were made in the previous lesson (they don’t need to be the ones they made originally). They use the paper to make pairs and ask for letters. If their partner has the letter they asked for, they give it to them.

When they have all the letters to make their name, they can glue them (in the correct order) to their paper.

After class, students can add their own design to the rest of the paper, and glue it to their new name card to use for the next year.

Notes

  • It takes the students a long time to draw their letters, so it is best to split the activity into two lessons.
  • If using lower case letters, the first letter of each name is left for the student to draw on their own name card as a capital.
  • When making the worksheets, make sure you have enough letters for each student’s name – certain letters will be much more common than others. One way to do it is to take each student’s name, shuffle the letters and put them all on one worksheet. This worksheet doesn’t need to be given to the student whose name it was, however. If there are more than 6 letters, add those letters onto the next worksheet that has a short name. If there are left over spaces, fill them with common letters so there are some spares.
  • It’s recommended that the name cards are laminated once finished. The letters will often fall off the card throughout the school year otherwise.

Tree Game

Also known as:

  • Tree Game

Description

In groups, students pick 3 out of 6 animals shown at the top of the ‘tree’.

Starting at the bottom square of the tree, the students ask the teacher if they like the vocabulary in that square.

If the teacher says yes, the students go up and one square to the left. If they say no, the students go up and one square to the right.

If the final square has one of the animals they picked, they win one point.

The students change the three animals they want to pick, then the next round starts.

Notes

This can be changed into a production game, by having the students ask a volunteer to give their answer. If so, it is best to give some thinking time each turn, so the groups can decide the answer they want. The teacher then picks one group (by using a dice, pulling a card and so on) to give the answer.

Maze Game

Description

Each student gets a worksheet. The worksheet is a 9×9 grid with a vocabulary word in each square. The students make pairs. Starting in the bottom left, they ask each other question based on the vocabulary of the current square.

Their partner can pick either yes or no for their answer. If their partner answers ‘yes…’, the student moves to the space above the one they were on. If they answer ‘no…’, they move to the space to the right.

When they reach the top or right side of the grid, they will win a certain number of points. They then return to the bottom left space and continue.

Notes

  • There are multiple versions of the worksheet that have different points in different spaces. This way their partner can’t predict what that answer will mean for their partner’s score.

Up/Down Numbers [How many…? Version]

Description

Students write a number between 1 and 20 next to each fruit on their worksheet (they can’t use the same number more than once).

They then make pairs and ask each other ‘how many [fruit]?’. Their partner guesses a number. If the guess is below what they wrote for that given fruit, they say ‘up’. If the number is above it, they say ‘down’. The first student to guess their partner’s number wins.

Notes

  • ‘Up’ and ‘down’ are not likely to be words the students will be familiar with, so practice them before starting the game.

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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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Bingo

Description

Students get a bingo sheet, and write the target English randomly in each square. The teacher calls out the target English and the students mark off each square. When they get a complete line, they get one point.

Notes

Using small cards instead of drawing on a worksheet can help the game run for multiple rounds. The students can put each of their cards into a grid, and turn over the matching card when it is called rather than check a box.