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Fun & Games in the Classroom -1- © S Kennedy 2010

Fun & Games in the Classroom -2- © S Kennedy 2010


Fun & Games in the Classroom
Survival Kit –
Vocabulary 4 things every Games
Guessing Games 4 Mistress should have in her
kitbag!
kitbag!
Memory Games 4
Circle Games 4
 This book
Other Vocab games 5
 Dice and counters
Pronunciation 7  Magnetic buttons (various
colours to place and move on
the whiteboard for keeping
Fluency 8 score)

General 8  Cards from proprietary


games: Scrabble; Taboo;
Question Forms 9 Family Fortunes; Tell Me;
Pass The Bomb Junior;
Scavenger Hunt…
Grammar 10  Post-it notes
Spelling 11  A bell or buzzer
 A timer
Photocopiables 12  Stopwatch
Call My Bluff words 12  Play money
Pictionary words 13  Tags or sticky labels
Taboo and Talkabout cards 14  Dictionaries
Family Fortunes lists 16  Bomb
Blockbusters board 19
4 Tally Counter
Pronunciation Bingo words/cards 20
 Sticky ball
World Famous people list 21
Optical Illusions 22

= Needs no preparation = Photocopiables at the back of this book

Fun & Games in the Classroom -3- © S Kennedy 2010


Fun & Games in the Classroom
Vocabulary
Guessing Games:
Charades. Well-known parlour game where one person silently acts out
his/her word for the rest of the team to guess within two minutes.

What’s My Line? Similar to Charades. One person mimes an aspect of a particular


job. The team ask closed questions to guess the profession, gaining a point for every ‘yes’.

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.

Fun & Games in the Classroom -4- © S Kennedy 2010


Clean Alphabet. Ss take turns to say words beginning with the next letter of the
alphabet. T can make it easier by eliminating tough letters or harder by choice of category.
You can use the Scrabble cards to randomly generate the letters.

Don’t Spell a Word/Ghost/Monkey/Donkey/Wraiths/Chain Letters. First S thinks of a


word and says the first letter which the T writes on the board. The next S thinks of a word
beginning with this letter and says the second letter which the T writes after the first. The
third S thinks of a word beginning with these two letters and says the third letter. The S
take turns giving the T letters which must continue an existing word without completing it.
Any S who completes a word loses one of his/her three lives. If anyone is out very early in
the game, you can offer the chance to regain one life with a successful challenge.
Challenges are accusations of having completed a word, or of making up a word that does
not exist. In order to survive the “No such word” challenge the Ss must be able to name
the word he is spelling and the T agree that it is a real word. The T’s decision is final. T
should be ready to pounce when Ss start a word with “a” or “i” as these are words. Ss often
don’t notice the two-letter words either and will gaily choose “e” after a “b” making “be”
without realising it.

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.

Other Vocab Games:


Stop!/Pants Game/Baccalaureate. Draw a grid on the board:
Places Animals Names Things Score
B Bournemouth bear Ben ball

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

Fun & Games in the Classroom -5- © S Kennedy 2010


and award 1, 2 or 3 points accordingly. When you have checked with the whole class, go
back to the original S and repeat the process for Animals, Names and Things. The Ss write
in their score and the T starts the next round with a new letter. Other categories which can
be fun include: things you find in your bathroom; things that smell nice; things you hold in
your hand to use; adjectives to describe you! Tell me cards can help with category ideas.

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.

Blockbusters. Most useful at planning stage as Ss must compile the


questions in groups three or less. Give Ss an example question eg: Q:
What B is an instrumental group? A: Band. Tell them the questions
should be easy or they will need an everlasting supply of questions.
Draw or project the grid on the board. When the questions are
prepared the groups take turns to run the show. One student asks
the questions, another marks the board using two different coloured board
markers, and another judges who buzzed first. Two teams play, with one side
working across and the other going vertically. If teams are not matched in size,
have the smaller team play vertically. The first side to complete wins the point.

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)

Fun & Games in the Classroom -6- © S Kennedy 2010


orand Family Fortunes. Divide the class into two families and have them elect
a captain. Choose a category for the first family and explain to the second that they must
listen carefully to the first family’s answers as they will get a chance to steal all their points
if the first team give three wrong answers. Write the numbers 1 to 7 vertically on the
board. Tell the first family that, without conferring, they must take it in turns to suggest an
item that they think will appear on your list of seven items for the selected category. Every
time a listed item is given, write it on the board next to the appropriate number and give the
team a point. If they give the top answer, give them 2 points. If they give an answer which
is not on the list (hit your noise-maker if you have one) mark a big X on the board. If they
get another wrong answer, repeat and remind the other family to get ready to ‘steal’. After
a third wrong answer offer the second family one chance to get a correct answer and steal
all the points from this round – make sure they confer but only take the answer given by the
captain. If their answer is not on your list the first family keep all their hard-won points.
Go through any remaining answers. Remind the team in play that they cannot confer.

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!

Fun & Games in the Classroom -7- © S Kennedy 2010


Fluency
Detectives. Two Ss are sent out of the class to concoct an alibi for a crime, which the
teacher has described to the whole class. They should account for their whereabouts for a
set time period of about 2 hours. Whilst outside, the other Ss, the detectives, plan their
questions in two groups. Both suspects are interviewed separately by each groups and any
discrepancies in their story render them guilty. If their alibi is watertight they go free.

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.

 Talkabout. Just a Minute reduced to 20 seconds plus Taboo in reverse. Ss have


to say as much as possible on a given subject in 20 seconds. T has a secret list of five or
six Hot Words (use Taboo cards). Ss score a point for each one they happen to mention.

 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

Fun & Games in the Classroom -8- © S Kennedy 2010


Ss from challenging so you can let the original speaker resume after awarding a point to the
challenger. The radio show was invented by Ian Messiter and has been running on Radio 4
since 22nd December 1967.

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.

A Word in your Ear. A series of communication games created by host Gordon


Burns of Krypton Factor fame.
1. Ss sit in pairs facing each other so that one of each pair can see the 3 good ’uns
television. S/he has to provide a running commentary which the partner
has to memorise and answer questions upon.
2. One S sees a simple line drawing or an object made up from Lego-
style building-bricks or Cusinere rods and describes how the parts of the
picture or object relate to one another. The other S tries to replicate it.
3. Ss convey emotions/adjectives etc by gesture and charade. Give the S
a list of adverbs and an arbitrary line of dialogue to deliver to his team-
mates in the appropriate manner to enable his team to guess the adverbs.
Example: “Is this a dagger I see before me?” loudly; sadly; crazily; slowly; romantically…
The team scores a point for each adverb identified.

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

? Fun & Games in the Classroom -9- © S Kennedy 2010


before asking the first of his/her 20 questions to the class as a whole. Although low in STT
and intimidating for some Ss, it’s useful if you have a few spare minutes at lesson’s end.

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.

Fun & Games in the Classroom - 10 - © S Kennedy 2010


Spelling
Spelling Bee. Ss take turns to spell a word given by T. Last S standing wins.

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.

Countdown. Give Ss 9 letters. They have to think of the


longest word within the time limit (one minute is good). At the
end of the thinking time they must declare the number of letters in their longest word.
Write the declaration next to Ss name then ask the S with the longest word to say it. Check
that the number of letters matches the declaration, that spelling is correct and that all of the
letters are in the selection and that none have been used twice. Award that S one point for
each letter in the word, with the exception of a nine-letter word which earns double points.
If the longest word declared is disqualified, go to the next highest declaration. If more than
one student has the highest number of letters they should all be awarded the points. Ss with
shorter words should have them checked but no points should be awarded.

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.

Fun & Games in the Classroom - 11 - © S Kennedy 2010


Call My Bluff Words

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

Fun & Games in the Classroom - 12 - © S Kennedy 2010


Pictionary Words

weather speaking beach

cloudy listening fields

sunny English road

rainy playing park

windy learning television

foggy car radio

snowy coach video

test bus cinema

music bicycle shop

dance London market

time policeman map

midnight secretary bridge

lesson teacher tunnel

classroom driving table-tennis

computer walking football

desk running baseball

carpet cycling swimming

writing forest Splashdown

reading garden bowling

Fun & Games in the Classroom - 13 - © S Kennedy 2010


Taboo & Talkabout Cards
castle school hospital prison shop church
moat class sick jail buy God
hill teach doctor crime food religion
walls lesson nurse judge drink Christian
old student ambulance bars gift priest
fight books bed cage clothes pray
king learn medicine free money heaven

water fruit chicken ice cream pizza chips


drink apple meat cold cheese potato
colour banana bird sweet tomato fry
bottle tree egg dessert round fish
sea melon farm beach deliver bag
glass grapes cook taste domino’s food
swim eat food eat eat British

toaster kettle microwave oven fridge can opener


bread water cook hot cold tin
butter hot quick gas fresh beans
jam tea electricity electric electric soup
marmalade coffee door kitchen kitchen kitchen
kitchen kitchen kitchen cook food food
electric electric oven bake ice metal

mother father child brother sister pet


family family family family family family
father mother young sister brother animal
female male son father mother dog
relation relation relation relation relation cat
marry marry born parents parents love
birth man daughter male female keep

music computer television cinema game night club


sing screen screen screen screen music
pop printer programme movie computer drink
sound scanner watch film picture dance
dance program see picture push expensive
jazz desk hear actor move people
play work move see play fun

Fun & Games in the Classroom - 14 - © S Kennedy 2010


Fun & Games in the Classroom - 15 - © S Kennedy 2010
Question Words 2 Letter Words Animals in a Zoo

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

Things at the Beach Car Parts Fruits

1. shell 1. wheels 1. apple


2. lifeguard 2. engine 2. banana
3. ice-cream 3. brakes 3. orange
4. sandcastle 4. seatbelt 4. strawberry
5. bucket & spade 5. bonnet/hood 5. melon
6. towel 6. boot/trunk 6. pineapple
7. sand 7. windscreen 7. pear

Drinks Weather Computers

1. tea 1. rain 1. monitor


2. coffee 2. windy 2. mouse
3. cola/Coke 3. cloudy 3. keyboard
4. fruit juice 4. snow 4. internet
5. beer 5. sunny 5. printer
6. water 6. fog 6. hard drive
7. milk/shake 7. ice/freezing/frost 7. laptop

Electrical appliances Individual Sports Things you do with


Mouth
1. computer 1. tennis
2. toaster 2. golf 1. eat
3. radio/stereo 3. swimming 2. talk
4. television 4. skiing 3. sing
5. DVD player/VCR 5. running 4. drink
6. microwave oven 6. skating 5. kiss
7. washing machine 7. gymnastics 6. whistle
7. lick
Fun & Games in the Classroom - 16 - Mat Hatchard & Sara Kennedy 2008
Fun & Games in the Classroom - 16 - © S Kennedy 2010
Vegetables Insects Red Things

1. tomato 1. fly 1. post-box


2. potato 2. bee/wasp 2. blood
3. carrot 3. butterfly/moth 3. roses
4. onion 4. cockroach 4. fire engine
5. lettuce 5. mosquito 5. strawberries
6. peas 6. ant 6. tomatoes
7. cucumber 7. cricket 7. Ferrari

Transport White things Tools

1. car 1. snow 1. saw


2. bus 2. paper 2. hammer
3. train 3. cloud 3. spanner
4. plane 4. wedding dress 4. screwdriver
5. ship/boat/ferry 5. whiteboard 5. drill
6. bicycle/bike 6. milk 6. sander
7. helicopter 7. teeth 7. paint brush

Jobs Outside Jobs with Food Body parts in 2s

1. gardener 1. butcher 1. eyes


2. postman 2. chef/cook 2. ears
3. builder 3. baker 3. feet
4. lifeguard 4. green grocer 4. hands
5. rubbish collector 5. farmer 5. arms
6. traffic warden 6. waiter/waitress 6. legs
7. farmer 7. ice-cream man 7. elbows

Sports with balls Musical Instruments Bathroom things

1. football/soccer 1. guitar 1. bath


2. tennis 2. drums 2. toilet
3. basketball 3. violin 3. basin/sink
4. golf 4. piano 4. toothbrush
5. rugby 5. trumpet 5. towel
6. volleyball 6. clarinet 6. soap
7. cricket 7. saxophone 7. water

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

Desserts Keep warm At school

1. ice cream 1. coat 1. teacher


2. apple pie 2. hat 2. student
3. cheesecake 3. scarf 3. books
4. fruit 4. gloves 4. board
5. yoghurt 5. fire 5. desk
6. cake 6. socks 6. reports
7. mousse 7. boots 7. computer

Team sports Keep cool In hospital

1. football 1. fan 1. doctor


2. rugby 2. air con 2. nurse
3. cricket 3. swimming 3. theatre
4. baseball 4. open windows 4. emergency
5. basketball 5. cold drink 5. ambulance
6. US football 6. ice cream 6. blood
7. polo 7. shower 7. bandage

On Television Keep fit Bike parts

1. news 1. run/jog 1. saddle


2. weather 2. gym 2. handlebars
3. soap opera 3. diet 3. chain
4. drama 4. swim 4. pedals
5. films 5. walk 5. wheels
6. quiz shows 6. ski 6. bell
7. comedy 7. sport 7. brakes

Fun & Games in the Classroom - 18 - © S Kennedy 2010


Fun & Games in the Classroom - 19 - © S Kennedy 2010
Pronunciation Bingo – Minimal Pairs
1. be
2. bear 2 11 21
3. beard
4 27
4. big
5. bird 18 29
6. feel
7. fill
8. fly 12
9. fry
10. glass 5 16 26
11. grass
8 18 30
12. lane
13. load
14. paper
15. pea 2 12 22
16. pear
17 25
17. pen
18. pepper 9 30
19. pig
20. pin
21. rain 3 13 21
22. road
23. seat 5 15 26
24. sheep
19
25. ship
26. sit
27. sweat
28. sweet 3 12 22
29. warm 4 27
30. worm
18 29

You may photocopy this page

Fun & Games in the Classroom - 20 - © S Kennedy 2010


World Famous People – For Rizla Game or Balloon Debate

Actors Royalty Old timers


Tom Cruise Queen Elizabeth II Charlie Chaplin
Julia Roberts King Henry VIII Clint Eastwood
Jackie Chan Princess Diana John Wayne
Kevin Bacon Prince William Elizabeth Taylor
Tom Hanks Prince Charles Marilyn Monroe
Brad Pitt Mick Jagger
Sean Connery Politics John Lennon
John Travolta John F Kennedy
Kim Basinger Silvio Berlusconi Fictional Characters
Vladimir Putin James Bond
Sport Barack Obama Darth Vader
David Beckham Nelson Mandela Frodo
Wayne Rooney Napoleon Wolverine
Tiger Woods Gandhi Sherlock Holmes
Michael Jordan Indiana Jones
Pele Science & Technology Harry Potter
Anna Kournikova Bill Gates Dracula
Marie Curie
Music Albert Einstein Cartoon Characters
Britney Spears Stephen Hawking Shrek
Madonna Thomas Edison Snow White
Shakira Galileo Galilei Spiderman
Eminem Neil Armstrong Mickey Mouse
Kylie Minogue Sigmund Freud Superman
Robbie Williams Bugs Bunny
Michael Jackson Literature Peter Pan
Elvis Presley William Shakespeare Tin Tin
Mozart Thomas Hardy Cat in the Hat
Beethoven Charles Dickens
Mark Twain Miscellaneous
Fashion Oscar Wilde Oprah Winfrey
Jean Paul Gaultiers Stephen King Mother Theresa
Coco Chanel Alfred Hitchcock
Calvin Klein Art Harry Houdini
Vera Wang Pablo Picasso Yeti/Big Foot
Tommy Hillfiger Michelangelo Loch Ness Monster
Donatella Versace Leonardo Da Vinci Merlin
Ralph Lauren Vincent Van Gogh Your teacher
Vivian Westwood Claude Monet Yourself
Fun & Games in the Classroom - 21 - © S Kennedy 2010
Fun & Games in the Classroom - 22 - © S Kennedy 2010

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