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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Ohajiki Game

Description

Students make pairs and get a set of vocabulary cards. They also get one ‘ohajiki’ (a counter/game piece) each. Both students put their ohajiki on top of any card they like.

The teacher calls out random vocabulary words from the set currently being studied, and the students repeat them. When the teacher says the vocabulary that matches the card the student placed their ohajiki on, they win one point. They then put their ohajiki onto a new card.

Notes

Students can change pairs between rounds.

Keyword Dice

Description

The teacher says the vocabulary in any order. The students repeat. When they hear the keyword, the students try to grab the dice. The student that grabs it first can then roll the dice to see how many points they win.

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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Keyword Game

Description

Students make groups and each get a set of cards with the target English on them. The teacher picks a keyword from the set. The students put an eraser (or pen lid, ohajiki, etc.) in the centre of their group.

The teacher/ALT says the vocabulary in any order. The students repeat. When they hear the keyword, the students try to grab the eraser. The student that grabs it wins one point.

Notes

  • The game can be played by putting the eraser on top of a small flashcard that matches the keyword, to associate the sound of the word with the image.
  • It’s easier if students don’t need to repeat the keyword before trying to grab their eraser.