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.

Go Fish

Description

The students make groups. Each group gets a deck of cards, and each student is dealt the same number of cards. Remaining cards are left in a deck in the middle. If a student has a pair of the same card, they can take it out of their hand and put it in a separate discard pile.

The player asks any other student in their group if they have a certain card, using the target English. If the student they asked doesn’t have the card, they answer ‘no’ and player must pick up an extra card from the middle deck. If the middle deck is empty, the discard pile is shuffled and used. If that student does have the card, they answer ‘yes’, and give that card to the player. When a player has a matching pair of cards, they can discard it.

The goal is to be the first player with no cards remaining in their hand.

Notes

  • It is best that each student starts with an odd number of cards, so no one can instantly win by making pairs.
  • Once a student wins, it is recommended that the game is reset and the students start again. If the remaining students play until everyone has no cards left, those first few who finish will be left out for quite a while.
  • The player can either freely ask any student they like for cards, or they always ask the student next to them in a circle. The former is more difficult to demonstrate but allows for more interesting strategy, the latter is simpler but may make the game less interesting.
  • This game generally requires a lot of cards! Assuming an average class of around 30 students split into 6 groups of 5 students, at minimum you would need around 108 cards (3 starting cards for each student plus 3 in the middle deck). 5 starting cards with 5 in the middle deck would need 180 cards total.

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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Lucky Wheel

Description

You can use the wheel however you want for different activities. Here are some examples:

“Me too!”

  • Everyone starts with 5 points.
  • Call out a phrase that the class has been practicing e.g. I like green/I like PE/I can play tennis. Something that they can form their own opinion about. Everyone then repeats the phrase.
  • Then, all students who agree with the sentence i.e. They like green/PE etc. Stand up.
  • Spin the wheel and all students standing receive the result. You can choose what the treasure chest and skull mean (e.g. +10 points/lose all points)
  • Students sit down and repeat with the next sentence.

“Me too! – Writing Edition” (this version is similar and can be geared towards JHS as a main activity.)

Hand out the sentence sheet to each student. Give them 5 minutes to complete the sentence with their own unique answer. You can change the topic of the sentence to whatever you’re studying as long as it can be a unique answer.

  • All students start with 5 points.
  • Randomly select a student to stand up and share their sentence. E.g. During winter vacation, I tried omikuji.
  • All students who also did the same thing during winter vacation stand up. It does not have to be the same as what they’ve written, they just have to have also done that activity.
  • Spin the wheel and all students standing receive the points from the wheel.
  • Students sit down and a new student is chosen to share.