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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Bonk

Description

Everyone starts the game with 5 points. For each round, students are given a choice of key words. Students repeat each word and then choose one (they can use their name magnets or a set of mini cards on their desk).

When all students have made their selection count down from 3 and click to drop the bowling balls. Anyone who gets ‘bonked’ loses one point. Each new round, students can change their choices. After the final round, check who survived with the most points.

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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.

Crossfire 2:0

Also known as:

  • Crossfire

Description

Students are in groups and the goal is for the entire group to be seated. They do not need to move their desks, just keep the class as is. We then follow the regular crossfire procedure: everyone stands up and the ALT asks a question. Then we break from tradition. Set the timer to 10/20 seconds. Each group then peer checks an answer between them. When the time is up, students can volunteer to answer. The JTE then chooses one student. The student answers then rolls the dice. Depending on what they roll, select students sit down. The first group to have everyone sitting down wins…until someone rolls a one and everyone has to stand up again!

Notes

Crossfire is often used at JHS as a review game. While students may be answering questions they have previously studied, they’re put on the spot to answer the question with no review time. It’s not a review game. It’s very high pressure, high stress and has a huge amount of downtime for other students. Students can easily pass the entire game doing absolutely nothing. I was asked to play this game at a JHS and couldn’t bring myself to do it, despite the insistence. I went to Paul for advice and this was the result. It’s not a perfect game, I don’t think it really has a place in our classes but it’s a huge step up from crossfire in the current form and it worked well. 

Alphabet Game

Description

Link to page (online use only): https://docs.google.com/presentation/d/1qOgcM2583FydRhYvx8xZAAQgWt0j2y84iT_k2Cerof8/edit?usp=sharing

This link can be shared with students via whatever dispersal method, such sent through Teams or using a QR code. It should work on any Google browser. It also works if downloaded as a PowerPoint file.

It is good for use in situations where the teacher(s) is busy and the students need to do something in the meantime. It can also be played as a pair activity where the students take turns at attempting hard mode or practice who can do it the fastest, and so on. It would also be good to encourage out loud reading while they do the activity.

The game has three difficulties:

Easy – There is no fail and the correct letter must be chosen in order to proceed.

Medium – Again, no fail state but the letters shuffle each correct selection.

Hard – The alphabet is separated into groups A-G, H-M, O-U and V-Z with an incorrect choice resets back to the first letter in a group.

Notes

  • Currently only capital letters are supported with lower case in the works for 4th and 5th year to review.
  • Current shortcomings – no way to prevent swiping left or right and bypassing the button function. Might need to make it clear to the students if they discover this, not to swipe.

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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Lucky Star Game

Description

Students make groups or pairs. Each group/pair is given the two sets of cards. After shuffling both sets of cards, the students play rock, paper, scissors. A Lucky Star card is picked to indicate the number of stars needed to win the round. The winner picks a card first then the other students choose a card going in clockwise order. In the same order, the students read their cards using the target English without revealing their cards. Once they’ve all finished, they reveal their cards and the card with the matching number of stars is the winner.

Alternatively, you could choose to pick the Lucky Star card after all students have revealed their cards, so it keeps the winner a mystery till the end of the round.

Notes

The Lucky Star Game Cards powerpoint can be edited to make your game cards. Then export it as a pdf to print.

Ichi

Also known as:

  • Uno

Description

The attached file is for one set. Game is played the same as Uno, but using whatever grammar form you want to practice. Students/ALT can choose if they want to have +2 cards stack rule, or any other variations they know. The cards are blank and can be printed out, written on, them laminated and cut. 

Notes

  • There are two versions of the cards: one with verbs and one blank set.
  • Most students know the game, and its fairly easy for the group to teach anyone who doesn’t. Wouldn’t hurt to demonstrate though, of course.
  • I originally had the verbs buy, eat, visit, and see. The students could put down cards of the same verb as well as the number and color. I thought those 4 were fairly versatile, but you can do any. Another option is doing all different verbs and they don’t stack.
  • The attached file is for one set. They are pretty small in order to save on materials, as you’ll have to make multiple sets (I did 6)
  • I recommend using this after they have already studied the grammar, but depending on how difficult it could possibly work the same class. I did this with “I want to go OO” and encouraged them to use Japanese foods, places, etc to reduce the difficulty.