Maths Line

Description

Each flashcard is assigned a random multiplier, for example ‘x2’, ‘+10’, ‘/3’, ‘-20’. A ‘high score’ is written on the board, which is the number to beat (this can be an arbitrary number, the previous class’s score, etc). Students repeat the teacher until the timer goes off, and whichever multiplier that is under the card that’s called last becomes the first part of the ‘maths line’ sum. This continues until there are no more rounds. The result of the sum is written down, and if it beats the ‘high score’, the class wins.

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Quick Crossfire

Description

Place the flashcards in an square grid (i.e. 2×2, 3×3, etc). Students repeat the teacher until the timer goes off, and whichever card is called last becomes the keyword. The dice is rolled. If it rolls a 1, the vertical line of cards the keyword card is on are turned to be face down. If it is a 2, the horizontal line is turned around. 3 is left diagonal, 4 is right diagonal, 5 is both horizontal and vertical and 6 is both diagonal directions, all centred from whichever card is the keyword. If a card is already face down when it is selected by the dice, it is turned back to face up.

Notes

If you don’t have enough magnets to turn the cards face down on the board, you can just remove them and put them back up as necessary.

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Lucky Carousel

Description

Place six flashcards in a line and roll a dice. The flashcard that matches the number rolled is the lucky keyword. The students repeat the target English with the teacher, who calls out the target English in order from left to right in a loop until time runs out. If the last called target English is the lucky keyword, the class wins one point. Roll the dice again and pick a new keyword for the next round.

Quick Discard Game

Description

The students repeat the target English with the teacher until time runs out. The teacher then shuffles a deck of small flashcards cards and discards one card at a time until the keyword is found. The class gets one point per discarded card. The deck is then reshuffled and continues for the next round.

Tug of War

Description

Split the board into two halves, one half is the students’ side and one is the teacher’s side. Draw a horizontal line between these two sections, with 5 dots either side. Place a circle magnet in the centre of the line. The students repeat the target English with the teacher until time runs out. The teacher and one random student janken. Move the circle magnet one circle towards the winner’s side. When the rounds are finished, the winning team is whichever team has the circle magnet in their half of the board.

Card Collect Game

Description

The class is split into two groups. Number cards are placed under each vocabulary card (the value being hidden from the students).

The students repeat the target English with the teacher until time runs out. The teacher then picks one member from each group to janken each other. The winner gets that card for their group. This continues until the rounds are finished. Then, the secret numbers behind each groups’ cards are revealed. The winning group has the highest total points.

Notes

If the class is too boisterous to pick members to janken, the ALT and teacher could represent one team each and play against each other instead.

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.