Donut Game

Also known as:

  • Circle game

Description

Students get a deck of cards and place them face down in a circle. They play janken to decide who goes first.

The player turns over one card in the circle and uses that card to say the target English. Then, he/she puts that card face up in the center of the circle. If the card they turned over matches the card turned over on the previous turn, they take all the discarded cards from the center.  Once there are no cards left in the circle, the students count the cards they took. They get one point for each card they have. Then, they shuffle and play again.

Notes

  • This game can be done to practice just vocabulary or grammar. It can also be used to practice asking and answering questions – the group can ask the player a question who then answers it based on the card they receive.

Birthday BINGO

Description

Plays like a regular game of bingo. Students find a partner and janken to see who goes first. Use the practiced question format to ask ‘When is your birthday?’ and mark off either the day OR the month on the bingo sheet. E.g.” My birthday is March 27th” students can mark either the “March” box or the “27-31” box.

Phonics Battleship

Description

Plays like a regular game of battleship. Students mark their four ships on the large grid, keeping them hidden from their partner. They then take turns saying different sound combinations to try and hit their opponents ships. The smaller grid is used to track your calls so you don’t accidentally repeat. Game finishes when one player loses all of their ships. If time runs out, whoever has the least hits is the winner.

Notes

Wait until they’ve had some practice with phonics to try this game. I start the activity by reviewing the alphabet and the sounds of each letter. Projecting into to the screen during the demonstration works well with getting the rules across.

Exploding Kittens – Year Review Game

Description

Students make a group and within each group, students choose a number (1-5). To start, the HRT chooses a letter from the game and the ALT reads the question that is revealed behind that letter. In their groups, students peer check the answer. The HRT then chooses a number and the corresponding student stands up. The HRT then chooses a group. Everyone else sits down apart from the one student from the chosen group. They answer the question. After correctly answering, the question the students in that group can either roll a dice or choose how many cards to draw a. The cards reveal their points or penalties. The group chooses the next letter on the game board and we repeat.

Notes

This is a JHS Grade 1 whole year review with question taken from the Here We Go! English course. It has been designed for JHS Grade 2 to play in their first ALT class as a warm up but is also suitable for JHS Grade 1 at the end of the year.

You can decide how to assign points – students can roll a dice to decide how many cards to draw (4+ and the risk of a penalty card is very, very high), students can decide in their group or you can decide how many cards can be drawn at the start of the class.

Slide 12 needs to be edited – the answer is set for April.

Self-Introduction Teacher Quiz

Description

Students use their picture dictionary and an eraser to participate in the game.

Teachers show a page from the picture dictionary. In the example file, we used only what ~ do you like? questions. Teachers take turns asking students to guess which color, animal, food, etc. the teacher likes. Students can discuss in pairs briefly, and then put their eraser on their guess. If they are correct, they can get 1 point.

Notes

In the included example file, there are only 3 different questions to be asked to each teacher. But, it was not intended to use all of them for both teachers. The intention was to use this file for 10-15 minutes in the 1st lesson as a review of previous English while getting to know their new teacher and a reminder about what their ALT likes. It’s easy to adjust and add more questions to match the time limit you have.

For questions which have multiple answers, students can get 1 point if their eraser is on any of the correct answers. They do not need to correctly guess all answers or use multiple erasers.

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.

Similar Games

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.

Matching Game

Description

Students get one card each. They make pairs, and use them to say the target English. They then switch cards.

If both students have the same card, they win one point each and both get new cards from the teacher.

Notes

  • This game can be used to practice vocabulary, grammar and questions and answers.
  • If many students get a match at the same time, a large queue can develop in front of the teacher and slow the game down. It’s also possible to have a few decks of cards at the front of the class where students can take a new card themself as they need.

Typhoon (PowerPoint version)

Description

The students make groups. Each groups take turns to pick a number, which leads to a question. There’s then a certain amount of talking time where the groups can discuss the answer with each other.

After the thinking time is over, the students can volunteer. The class asks the question to the volunteer. Once they get the right answer, they win or lose points, or cause another group to lose points.

Notes

  • In the PowerPoint file, click the numbers in the grid to go to each question. Click the icon in the bottom right hand side of the question slide to show the reward. Then, click on the bottom right icon again to return to the question selection slide.
  • When adding your own questions, you can copy the content of the first question slide to keep a consistent format, but please note not to copy the bottom right icon – otherwise every question will link to the same reward!
  • Asking for a single volunteer creates quite a high pressure environment. It may help to have the students make groups. Then, the group can be picked to volunteer together.
  • Alternatively, again in groups, each student can assign themselves a number. Then, after the thinking time, the teacher calls one number and every student who matches that number from each group can volunteer. For example, if the teacher calls ‘2’, every student who is number 2 can volunteer. This means students can’t know who will be picked beforehand, and encourages peer support.

Zombie Game

Description

The whole class is divided into groups (usually based on the line they are sitting in) and each group is assigned a word. 

For example, if the sentence structure is, “I like + food” then group 1 will be assigned the word ‘pizza’, group 2 will be assigned the word ‘pasta’ and so on. Students will talk with each other (depends on the lesson goal – I like pizza, how about you? / What food do you like? I like pizza) and then play janken.

The winner ‘infects’ the loser: so if the winner likes pizza, the loser now likes pizza, too. They say goodbye and talk with other students and the ‘infection’ spreads. At the end of the game, students can see which group ‘infected’ the most students and are therefore the winners. 

Notes

In the demonstration, make sure to show that when you have been ‘infected’ once, you continue to talk with friends. The game does not end when you have been ‘infected’!

Also demonstrate what happens if you meet someone who likes the same food as you to avoid confusion (and unnecessary janken bouts) in game.

Remember to do a good/bad demonstration. Students must produce the English before playing janken (as with most janken games, students can bypass the English entirely) and encourage peer support. Remind them it’s not a race because sometimes students can forget which word they must use in that moment as it changes often throughout the game.

Before the game, you can write how many students are in each group under the relevant flashcard. At the end of the game, you can count and write the new number underneath. This provides students a visual aid to see what team won/lost and by what margin.

You can play this game in rounds very easily.