Warmup Dice

Description

The teacher places large flashcards for each of the vocabulary being practiced on the board. Under each card, the teacher writes ‘3’. They then write the sum total to the side (for example, if there are 5 cards, the total would be 3 times 5, 15). This is the class’s current score.

The teacher then sets the timer for around 30 seconds. The teacher calls out the vocabulary/grammar and the students repeat. Once the timer goes off, the teacher rolls the dice (or gives the dice to a random student to roll). The number under the last flashcard called is replaced with whatever number was rolled. The current score is updated to reflect the change. This continues for as many rounds as needed.

Notes

To make the game more interesting, the total score can be awarded a certain ‘star value’. For example, assuming the initial score is 15, a ‘1 star’ result could be 10 points or fewer, a ‘2 star’ result could be between 11 and 20, and a ‘3 star’ result could be 21 points or more.

Showing the students these ranges from the start could be used to increase the excitement of each dice roll. Having the initial score be the middle result increases the chance of a change, whether it’s an increase or decrease. The number of points needed to earn each star value will depend on how many flashcards are being used in the game, and what the starting number of points is.

Heads Up

Description

Students get into pairs and get a set of flashcards, and a timer is set for ~2 minutes. Student A holds the cards to face their pair. Student B asks the question, and A guesses what their own card is using the answer. They get 3 tries before they discard that card face up. If they guess correctly, they get one point, and go to the next flashcard. Students guess until the timer goes off. Pairs then switch and play again.

Notes

  • This game hasn’t been tested out yet. If you try it, please let me know how it went!
  • This could also be a good vocab review for a first game or warm up game, where students just guess the word instead of doing the question/answer.
  • The idea is it gets easier to guess the flashcard the more cards they get through, although it may result in students not using the full Q/A.

Example round:

A: *holds card facing away from them*
B: “What do you want?”
A: “I want a….book?”
B: “No! What do you want?”
A: “I want a…game!”
B: “Yes! 1 point.”

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Bomb Game

Also known as:

  • Up/Down Game
  • Timer Game

Description

Students each get a small flashcard with one of the target English vocabulary words on it. A timer is set for around 1-2 minutes. The teacher calls out vocabulary randomly and the students repeat them. If the vocabulary that the teacher calls matches the student’s card, they stand up.

If the student is already standing up, and the teacher calls their vocabulary again, they sit back down. Once the timer goes off, students who are sitting down win one point. Students then change their cards, and start the next round.

Notes

In later rounds, half the class could start standing up while the other half starts sitting down to make the results more unpredictable.

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Scattergories

Description

Students keep the sheet in their folders to take out whenever we play scattergories for a warm-up activity. The ALT chooses a letter and the students write the letter in the center of the grid. Students then have 5-10min to write a word for each catagory that starts with the chosen letter. I let them use their textbooks/dictionaries to help. For scoring points (if you want to), students share their answers and anyone with a unique answer gets 1 point.

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.

Mystery Friend

Description

The students fill out questionnaires to give their answers relating to the target English. The teacher collects all their papers and picks a random one. The students ask questions and the teacher answers as the ‘mystery friend’ (the student whose paper they picked). Students can volunteer to guess who the mystery friend is, and when they guess correctly the teacher picks a new questionnaire.

Notes

  • It is worth spreading this activity into multiple lessons – one for the students to write their own answers and interview each other, and one to play mystery friend. If the students write their interview answers on a separate worksheet, they can use this in the mystery friend game to help them guess the answer.

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.

Go Janken

Description

Students make pairs. The teacher calls out random vocabulary words and the students repeat. When the teacher calls ‘go’, the students play janken with their partner. The student that wins janken gets one point.

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Dinosaur Hamburger

Description

Students make pairs. Each student has one open hand (the ‘dinosaur’) and one closed hand (the ‘hamburger’). A vocabulary word is picked to be the keyword. The teacher or ALT calls random vocabulary words and the students repeat them. When the students hear the keyword they use their ‘dinosaur’ hand to try to ‘eat’ (i.e. catch) their partner’s ‘hamburger’ hand. The student that does this first wins one point.

Notes

  • It may be worth changing the pairs every few rounds, so a slower student is not always paired with a faster student.
  • This game can also be played in groups, where the students stand in a circle. For example, in a group of 3, Student A’s open hand matches with student B’s closed hand, student B’s open hand matches with student C’s closed hand and student C’s open hand matches with student A’s closed hand.

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String Catch

Description

Students make pairs and each hold a length of string in their left hand. The teacher picks one vocabulary word to be the keyword. They call out random vocabulary words and the students repeat them. When students hear the keyword, they try and grab their partner’s string. If they can, they win one point.

Notes

  • It may be worth changing the pairs every few rounds, so a slower student is not always paired with a faster student.
  • This game can also be played in groups, where the students stand in a circle. For example, in a group of 3, Student A’s open hand matches with the hand student B is holding their string with, student B’s open hand matches with the hand student C is holding their string with and student C’s open hand matches with the hand student A is holding their string with.
  • If possible, it may be better to group right-handed and left-handed students into the same pairs to keep things fair.

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