Territory Game

Description

Students make pairs. They get one set of cards and a territory game board. They shuffle and place 6 of the cards on the middle two rows of the board. The teacher sets a timer and the students janken. The loser asks the winner the question, and the winner answers by choosing a certain card. They can then move the card to an adjacent space, as long as there is no other card on that space already. A card can’t be moved more than one space at a time, or past any other card that’s blocking the path. When time is up, each student gets one point for each card that is on their half of the board.

Notes

  • 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 in the spaces.
  • This game can be used to practice vocabulary, grammar, or questions and answers.
  • To practice vocabulary or grammar without using a question, the students janken and the winner simply says the target English that matches the card they choose to move.

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.

Destiny Game

Description

Students make groups and pick two cards, leaving the rest face down. The teacher calls out the target English and the students repeat, until a timer goes off. If one of the cards they picked matches the last target English that was called, they can turn it over. This continues until the first group (or groups) can turn over both of their cards and win. For round two, they pick three cards, round three they pick four cards, and so on.

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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Dice Battle

Description

The students make pairs and get a dice each. The teacher picks a keyword. The students repeat until the keyword is called. Then, the students roll their dice. Whoever gets a higher number wins one point. If both students roll the same number, they both get one point.

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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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Letter Hunt Relay

Description

Break students into teams of four players (max). Each team is given a whiteboard marker (make sure it’s erasable). Each team lines up in front of the blackboard where their letter poster is hung up (one per team).

The HRT/ALT calls out a particular letter. The first student runs up to the board and circles one of the called letters. They then return to their team and pass on the marker. The next student then runs up and does the same. Repeat until all four letters have been found and circled. When a team is finished, they sit down/put their hands on heads etc. Points can then be awarded for 1st, 2nd and so on.

Clean the posters and repeat for round 2 with a new letter.

Notes

  • There are three different versions; upper case, lower case and mixed letters.
  • You can hold up a flashcard of the chosen letter if students need extra help.
  • If your class is too big, they can sit in circles and pass the poster around instead. I’ve only played this game with small classes.

Lucky Roller

Description

The students make groups. Each group gets a dice and each student gets a worksheet. The teacher picks 5 vocabulary words and assigns them numbers from 1-5.

The group asks the first player the target English question. They roll the dice and answer using the vocabulary word that matches the number they rolled. If the student rolls a 6, they can pick any answer from 1-5. The student puts a mark under the number they rolled (or picked, if it was a 6) on their worksheet. The group then askes the next student the question and they do the same thing. For each line they can complete, they get one point.

After a certain amount of time, the teacher can change the vocabulary for each number. 

Notes

This game can be done just for an answer without a question, but make sure the students don’t start rushing and not saying the target English!

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Unlucky Number

Description

The students make groups and get a small whiteboard and marker. They pick 3 ‘unlucky’ numbers within the range being practiced and write them on their whiteboard. Every group starts with 5 points. The teacher then sets a timer and the students repeat them within a time limit. When the timer goes off, if they picked the last number called as ‘unlucky’, they lose one point.

For later rounds, the number of ‘unlucky’ numbers the students have to pick can increase. Another option (perhaps for the final round) is for the students to pick unlucky numbers for another group.

Notes

This game is designed to practice numbers. It can also be used to practice ordinal numbers, dates, or anything else sequential.

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Touch Game

Description

The teacher puts up flashcards on the board, where all the students can see them. The students make groups and put an ohajiki (or eraser, etc.) between them. The teacher calls out the target English and the students repeat. When the teacher touches one of the cards, all the students try to grab their ohajiki. The first student to grab the it wins one point.

Notes

  • It’s best to always gesture towards each card as you call it regardless of if you intend to touch it or not, so the students can associate what you’re saying with the flashcard.
  • Make sure to stand to the side of the flashcards when gesturing towards/touching the cards so all of the students can see clearly!
  • Students who grab the ohajiki at the same time should play janken to decide who gets it.

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