Not 21!

Description

Students make groups. The first student starts at 1 and can say between 1 and 3 consecutive numbers. The next student continues from the next number. For example, student A says “1, 2, 3”, student B says “4”, student C says “5, 6”, and so on. Whichever student says “21” sits down. The last student standing is the winner.

Notes

  • Rather than skipping any student that sits down, the rule can be that they continue to play and stand back up if they say “21” again.

Order Memory

Description

The students make groups. Each group gets a set of cards for the target English, which they shuffle and place face down. The teacher picks three cards, and assigns them as number 1, 2 or 3. For example, if the target English is animals, they could pick 1 as dog, 2 as cat and 3 as monkey.

The first student turns over one card. All students say the matching target English for the card. If the pick the first order card (for example, ‘dog’), the student can continue and turn over a new card. If the second matches (for example, ‘cat’), they can turn over the next, and so on. If they flip over a card and it isn’t the next card in the sequence, they flip the cards back and the next student tries.

The first student to successfully get all 3 cards in the correct order wins one point. The cards are then all turned face down once again and shuffled for the next round.

Notes

  • The students shouldn’t shuffle cards if they pick the wrong one, only turn it back to being face down. This way the students can try to remember the position of each card.

Evolution

Description

5 different animals are placed on the board in an ascending line. For example, at the bottom you could use ‘rabbit’ followed by ‘cat’, then ‘dog’, ‘monkey’ and finally ‘lion’.

The students all start as the bottom animal – for example, ‘rabbit’. They make pairs and ask each other the question, and answer using either their original ideas or a small card. Once they have both answered, they janken. The winner ‘evolves’ to be the next animal. The students then find new partners to talk to.

Once they ‘evolve’ to become a lion (or whatever top animal is being used), they win 1 point. They then go back to being the bottom animal (e.g. a rabbit) and continue to try and win more points.

Notes

In some versions of this game, the students need to gesture or act like their current animal. This usually isn’t necessary!

Lucky Card

Description

Students each get 3 random small cards. They make pairs, ask questions and answer using the target English and one of the cards they have in their hand. They then janken, and the winner can choose which of their cards they will exchange with one of their partner’s cards (also of their choice).

When time is up, the teacher picks a lucky card. Students get one point for each card they have that matches the lucky card.

Notes

The teacher can pick multiple cards to be lucky, certain cards can be worth more points than others, or there can simply be one lucky card.

What’s Missing?

Description

The teacher puts a set of flashcards on the board at the front of the class. The student try to memorise them, then all turn away and face the back of the classroom. The teacher removes one card, then the students turn back to the front. After some thinking time, the students can then volunteer to say which card is missing.

Notes

  • 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, students can assign themselves a number. Then, after the thinking time, the teacher calls one number and every student who matches that number can volunteer. For example, if the teacher calls ‘2’, every student who is number 2 from each group can volunteer. This means students can’t know who will be picked beforehand, and encourages peer support.

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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Unlucky Ohajiki Time

Description

Students get a set of small vocabulary cards. They also get one ohajiki (a counter/game piece) each. Each student puts their ohajiki on one of the cards. The teacher sets a random time on the timer (between around 30 seconds and 2 minutes), but turns the timer away from the students so they can’t see how long the round will be. All students start with 5 points.

The teacher starts the timer, and calls random vocabulary. The students repeat them. When the timer stops, any student who has an ohajiki on the card that matches the last vocabulary called loses one point. The teacher then sets a new random time and the students pick a new vocabulary card for the next round.

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Pair Dice

Description

Students make pairs. The teacher says the vocabulary in any order, and the students repeat. When they hear the keyword, both students roll their dice. The highest number rolled is the number of points that their pair wins. If both students roll the same number (even if they roll 1 twice), they get 10 points.

Notes

  • It’s easier if students don’t need to repeat the keyword before trying to grab the dice.
  • It’s best to introduce this game after the students are familiar with the regular version of the game.

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Timer Bingo

Description

Students get a bingo sheet, and write the target English randomly in each square (or use small cards). The teacher calls out the target English and the students repeat, until a timer goes off. Students mark the square that matches the last word that was called. 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 turn over the matching card rather than check a box.

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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.