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Pictionary. As charades, but instead of acting the word, the S draws it on the
board. No letters or figures are allowed. Speaking and miming are also off-limits.
Je Pense a Quelque Chose/I Spy. The student thinks of something and the others have to
guess what it is. With I-Spy, the chosen object must be visible and the first letter is given
in the phrase: “I spy with my little eye something beginning with …”
Complete Cloze. A sentence is represented by lines on the board, like hangman but
with one line of appropriate length per word. The Ss have to guess the words in the
sentence. An object or a picture can be shown to stimulate the production of relevant
language. The optical illusions on the back cover can be used for this.
Memory Games:
Shopping List. The first S says “I went to Asda and I bought…” and chooses an item to
start the mental list eg: some butter. The next S says: “I went to Asda and I bought some
butter and …” and adds another item to the list eg: “a bottle of shampoo”. The next one
says “I went to Asda and I bought some butter, a bottle of shampoo and …” etc. T should
write the list and check. Ss are eliminated for mistakes or (excessive) hesitation. You can
make it easier to remember by ruling that goods are added to the list in alphabetical order.
Kim’s Game. Ss have one minute to remember items of realia, then list them.
Grab Realia. Realia items are placed within equal reach of all Ss. T says a word and the
Ss try to snatch the relevant piece. Wearing gloves can make it harder, more fun and safer!
Circle Games:
Wipeout. Give Ss a category. They have to take turns naming an item
in that category until someone hesitates or makes a mistake and is out.
Tell Me cards will give you some categories if you’re stuck.
Tennis Elbow Foot. One S says a word, the next S says one which has a logical link, the
next S links to that word and the game continues until someone hesitates or is successfully
challenged. You can put a sting in the tale and throw the game into reverse as a surprise!!
Another variation is Disassociation where there must be no link between words
whatsoever. Ss challenge each other if they can point out any connection.
Word Chains. Ss take turns to say words beginning with the last letter of the previous
word. Eg: pig goat tiger rat … For more advanced Ss, Compound Word Chains. Eg:
mousetrap; trapdoor; doorman; man-made; made-up; upstage; stagecoach; coach station…
Fizz Buzz. Ss stand in a circle. One S says “one”, the next one says “two” etc. They
continue counting off quickly until somebody hesitates or makes a mistake. This S then
sits down and the game continues. This may well prove so easy that you may have to stop
the round yourself, which is fine. Now restart the game with the instruction that any word
which is divisible by 5 must be replaced with “fizz”. When this becomes easy, add in the
next obstacle: any number which contains a seven must be replaced with the word “buzz”.
The sequence is now: one, two, three, four, fizz, six, buzz, eight, nine, fizz, eleven, twelve,
thirteen, fourteen, fizz, sixteen, buzz… Ensure the Ss keep up the pace. Exchange fizz for
adjectives and buzz for verbs. Exchange fizz for items of clothing and buzz for fruit, etc.
Ask Ss to copy it. Tell Ss you are going to give them a letter. They must write the letter in
the first column and then think of a word for each category that starts with the chosen
letter. The first S to complete the line must call out: “Stop!” and everyone must stop
writing. Ask this student which word they wrote for Places and write it on the board. Ask
if any other S chose the same word; if someone has duplicated the answer, each S receives
1 point, if nobody else has chosen it, the S gets 2 points. If the S is the only one with a
word in a particular category he gets 3 points. Ask the other Ss which words they wrote
Odd One Out. Split the class into two teams. T reads out a list of four items
and the Ss spot the odd one out (for 1 point) and why (for 1 more point).
Inevitable humour comes from desperate Ss jumping in after just the first
word has been read out. Ss who correctly spot the oddity have the opportunity
to explain why or force their opponents to do so (choose ‘play’ or ‘pass’). A
wrong reason loses a point but Ss risk the other team gaining a point if they are correct.
Blankety Blank. Two games here. 1. One S is told a short situation where one word in
the final sentence is blank. The rest of the class write the word they think it is on a sheet of
paper. The single student answers and gains one point for every student that matches.
2. Supermatch Game: Three two-word expressions which share a
common word are written on the board with the common word blank.
All the Ss write their guess in big writing. When everyone is finished,
they all hold up their papers and score a point for every student who
matched with them. Useful exercise for collocations.
Every Second Counts. Ss are given words which fit one of three categories,
such as: "All these words can be preceded by the words fruit, market or blue".
Ss then take turns to respond to the cue word. Eg: Bird=blue; bat=fruit;
basket=fruit; place=market… One point for each correct answer.
Useful for collocations, parsing, vocabulary building, spelling and pronunciation.
Call My Bluff. Divide the class into groups of around three Ss. Give each group a
dictionary and a (different) list of uncommon words (there is a list at the back of this book).
They use the dictionaries to find the definitions and then to rewrite in their own words.
Then they invent two other plausible false definitions for each of their words. Allow plenty
of time for this stage and monitor closely, offering advice and assistance. Students can be
devious by using definitions from closely related or similar sounding words, eg:
pogonophobia could be described as 1. A fear of pigs; 2. A fear of beards; 3.A fear of
circles. The final stage is to play the game. One team must read the three definitions of the
chosen word to the other team who must guess which is correct. The point goes to the team
that guesses correctly or successfully bluffs. (BTW, the answer is 2)
Pelmanism (Pairs). Many course books provide cut up activities involving a picture
card and the word on another card, which the students have to match up. It takes a couple
of minutes and the activity is over. Why not maximise your cutting out efforts by playing
pelmanism? Lay all the cards face down and Ss take it in turns to turn over 2 cards. If they
match they keep the ‘trick’ and select another two cards, if not, they flip them back over
and the next S takes their turn. The player with the most tricks wins and the vocab sticks!
Pronunciation
Chinese Whispers. A sentence or word is whispered to a S who then whispers it to the
next, and so on until the word reaches the student waiting by the board who must then write
what s/he hears.
Running Dictation. A text is displayed well away from the secretary of each pair or group
and the other Ss go back and forth, reading and dictating until the task is complete.
Minimal pairs: Telephone Numbers. Write the numbers from 0-9 on the board and
associate each number with a word from a list of 5 sets of minimal pairs, for example:
1- pear 2- bear 3- road 4- load 5- ship 6- sheep…
Using this as a code, read out a list of words and ask Ss to decode the list into a number,
maybe a phone code (eg 0044 for UK), and write it down. Ss check the number against
their partner’s list. Go round focussing their attention on the sounds they are having
difficulty hearing and help with pronunciation. Now get them to think of a number and
code it to their partner. Choose your minimal pairs carefully to highlight the sounds which
particular L1 speakers find problematic, eg /p/ and /b/ for Arabic speakers.
Minimal pairs: Noughts and Crosses. Draw a # on the board for students to copy. From
a list of minimal pairs, ask them to (roughly and quickly) draw, say, a bear in the top left
corner, a pear in the centre square, etc, until the grid is full. Make your own copy while
they are doing this or prepare yours before the lesson. Then choose a pair of Ss to play by
calling out their square to the T using the minimal pair words. Fill in the nought or cross in
the square corresponding to the word you first hear. Ignore any pleading to allow them to
correct themselves!
What’s wrong? A willing extrovert volunteer is asked to leave the room and change
something about himself and his clothing. For example, swap his left and right shoes, put
his jumper on inside out etc. Ss have to identify what is wrong. Alternatively, change
things in the class for him to spot. Useful for recycling upside down, back to front, etc.
Liar/Tell the Truth. 3 Ss go out and tell each other about something they have done in
their life. They agree on one S’s anecdote. All 3 come back and tell the anecdote as their
own. Rest of Ss have to accuse the two liars after thorough questioning.
I’m the answer. Ss have a card each with a noun on it. T says random adjectives. Ss
who think their noun can be described this way stand up. They may have to invent some
clever ways to convince the T to accept their answer. Use cards from Scavenger Hunt.
Balloon Debate. Ss are given identities of famous people and told that they are all in
the basket of a balloon which is going to crash because it’s overloaded. The Ss must give
reasons why they should not be jettisoned for the good of the rest of the class. List of
World famous people at the back of this book.
Hot Seat/Back to the Board. A S sits in the T’s chair (the hot seat) facing the class. T
writes a word on the board. Classmates call out clues to help him guess the word. Divide
the class into two teams to make it more competitive. Excellent for vocab recycling.
Taboo. Divide class into two teams and seat them along opposite walls, facing
each other, with an empty seat in the centre of the team. A student takes a card (see back
of this booklet) and goes to sit with the opposition in the vacant seat. The opposition can
then see the card and make sure the headword, any of its derivatives or any of the taboo
words listed on the card are not mentioned as the S uses verbal clues to his team-mates
across the room. Give them a noise-maker to use if there is a foul.
Just a Minute. Brainstorm some topics they know a lot about, eg: themselves;
their family; home town; their country; job; hobbies. Add some other topics on the board,
eg: Bournemouth; learning a language; things to do before you die; when I am a
millionaire… etc. Explain that the Ss will talk for one minute on the chosen topic and that
they should avoid Repetition, Deviation or Hesitation. Use a stopwatch with a
Pause/Resume facility and encourage the other students to gain points by challenging
for one of the three reasons given. The original radio game then hands the subject
over to the successful challenger for the remaining time, with 2 extra points being
awarded to the person speaking when the whistle blows but this may discourage
4 Sausage. Divide the class into two teams. One S chooses a topic which they know a
lot about (maybe sailing, for example). Then, T writes down an unrelated secret word (eg:
“sausage”) on a slip of paper and gives it to the S. The S has to speak for 30 seconds on
their subject and gets a point for every time sausage is heard in their speech, but lose all
those points if the opposing team correctly identifies the sausage word at the end; having
conferred the opposing team is allowed only one guess chosen by the team’s captain.
Speed-dating. Arrange chairs into two concentric circles, facing each other. Ss
interview the S opposite until T rings a bell. Then everyone in the inner circle moves
round one seat and begins again with a new S. Give Ss a different open question each on a
slip of paper or give them a topic and they have to keep the conversation going.
4 letter words. Give the Ss a topic and ask them to write a sentence or a story using words
of 4 letters or fewer. Harder than it sounds. Try it yourself!
Yes/No Interlude. The object is to make the victim say Yes or No. T should
? demonstrate and then the Ss should be given some time to think about their questions.
Good questions for getting someone out are: Are you ready? Are you married? You just
said Yes then, didn’t you? More fun if you have a bell or buzzer for when they are out.
? Rizla Game. Mix and Mingle game. Write famous names onto Post-it Notes and stick
them to the foreheads or, more conservatively, on the backs of all the Ss. Students mix and
mingle, asking each other closed questions to find out who they are. As a variation, you
? could make the names with romantic partners and the Ss have to find their perfect match.
Examples: Anthony & Cleopatra, Romeo & Juliet, Posh & Becks, Mickey & Minnie, etc.
20 Questions /Animal Vegetable Mineral. A chosen student, seated at the T’s desk, uses
? closed questions to guess the secret word written on the board behind him. For AVM, the
word must be a noun and the student is told whether it is animal, vegetable or mineral
Coffee Pot. Give a S a secret noun on a slip of paper. The S must not say this word but
must substitute it with the phrase “coffee pot”. Using the substitution phrase “coffee pot”,
the rest of his team ask questions to discover what the secret noun is; eg: Is your coffee pot
used in the bathroom? Do you brush your teeth with your coffee pot?
Grammar
Grammar Auction. In pairs, give S a list of sentences: some perfectly correct and
some with errors. Distribute the same amount of play money to each pair. They have to
decide how much money they are willing to spend buying each sentence, bearing in mind
they don’t want to buy a dud. Don’t spend too much time on this stage as they will re-
evaluate as the auction progresses as they won’t win every lot they bid on. Take your part
as auctioneer and offer each lot for auction, starting at a low price (but keeping it to round
figures to keep the maths simple) and encourage the students to bid. After each lot is sold,
take the money and then tell them if their sentence is good or not. If it’s not, they can write
it on the board and re-auction it themselves at the end of the sale, but it remains worthless if
they keep it themselves or fail to sell it on, even if they fix it correctly. They can opt to
bluff and try to sell on an imperfect sentence to the opposition, or this might happen
naturally if they aren’t too hot on their error correction. At the end of the auction, the
students with the most correct purchases are the winners and a count-up of any remaining
money will settle a tie. A makeshift gavel adds to the auction room feel.
Sticky Balls. Draw a target on the whiteboard. Divide the target into points with the
highest in the bullseye. Have the students throw the ball at the target to choose select the
number of points they score if they answer the grammar question correctly. Great fun!
Football. This game can be used to practice any language point you want. You
devise the questions, and use the game to keep the score! Draw
this grid on almost the whole board. Divide the class into two
teams. Use a white magnet button as the ball and place it in the
centre circle. Toss a coin to start the match. Ask the Ss their
question and advance the ball towards their goal. Each correct
answer allows the ball into the next area (ie to cross one line).
Once the ball has reached a goal box, the team have a shot at goal,
scoring by answering a tough question correctly. If they score, return the ball to the centre
circle with the other team to answer the next question. If they miss, move the ball
backwards into the large part of the field. You can use yellow and red magnets as yellow
cards and red cards if you want to add an element of jeopardy to the game. If they get a
question wrong (not a goal question) they get a yellow card – place the yellow magnet on
the board on their side. If they get another one wrong it’s the red card and they miss their
next question.
Catchword. Based on BBC game hosted by Paul Coia. Give Ss three random letters.
They think of the longest word they can, which starts with the first letter and
includes the other two in the correct order. Teams declare the number of letters in
their longest word, teacher writes the longest word on the board. The other team try
to think of a longer word. Team with the longest word at the end of the time limit
(suggest one minute per team) wins a point for every letter in their word. Eg: MSG
Possibilities include MESSAGE, MESSENGER, MISOGYNISTIC,
MISUNDERSTANDING, MONOSODIUMGLUTOMATE. 19 letters = 19 points to the
winning team. Can be useful for stimulating recall for affixation.
Word Ladder. Give teams two words. Must change one letter at a time to make new
words, changing one word into the other in as few steps as possible. Eg: TEAM to GAME:
TEAM
TEAL
TELL
TALL Team with the fewest steps in their ladder wins.
TALE
TAME Boggle-Slam cards can be played instead.
GAME
Chain Letters. The same as Word Ladder except Ss are only given one four-letter word
and they have to make the longest chain they can. Ss may not change same letter on
consecutive turns, eg: changing HALL to CALL can’t be followed by CALL to BALL.
Lucky Ladders. Ss win points by working out words on the Lucky Ladder. The top word
and bottom word are given but they have to work out the rest. There must be a connection
between the words on the ladder, not necessarily common throughout the whole ladder -
just an association between connecting words, for example: POLISH - FRENCH - CHALK
- CALCIUM - TEETH - SAW - LOOK - STARE
Sort your Vowels out. Classes of 10 or 15. 5 in a group: each S has a vowel (Post-it note
or S can hold up a piece of paper with the Vowel written on it). T says a word (with no
duplicated vowels) and the Ss must arrange themselves in order. First team to complete it
correctly wins.
bedclothes tuft
belligerent twinkle
gazump befuddled
gobbledegook bounce
hullabaloo gobsmacked
humdrum grumpy
lullaby hammer
mop hurly-burly
quack mope
roly-poly quid
scapegoat scruffy
scallywag scrunch
scrape skinflint
sizzle skittles
slippery slap
soppy tremble
voluntary trickster
wisecrack troublemaker
trickle trundle
trudge wager
1. what 1. on 1. lion
2. when 2. in 2. monkey
3. where 3. is 3. elephant
4. which 4. be 4. tiger
5. why 5. no 5. crocodile
6. who 6. we 6. giraffe
7. how 7. up 7. zebra
Fun & Games in the Classroom - 17 - Mat Hatchard & Sara Kennedy 2008
Fun & Games in the Classroom - 17 - © S Kennedy 2010
Cake Ingredients Music Prepositions
1. sugar 1. CD 1. in
2. butter 2. concert 2. on
3. flour 3. mp3 3. at
4. eggs 4. band 4. to
5. milk 5. orchestra 5. from
6. chocolate 6. instrument 6. under
7. jam 7. sing 7. between