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ELTDP

Using Flashcards with Young Learners
Flash cards are a simple, versatile, but often underexploited resource.
Flashcards are particularly important for visual learners and a very high proportion of learners have this type
of learning style. Flash cards can be bright and colourful and make a real impact on visual learners. Flashcards
also appeal to kinaesthetic learners.
Flash cards are a really handy resource to have and can be useful at every stage of the class. They are a great
ay to present, practise and recycle vocabulary and hen students become familiar ith the activities used in
class, they can be given out to early!finishers to use in small groups.
Flashcard Activities
"ere are #ust a fe examples of activities that you can use ith $oung Learners%
• Missing Picture Game
&. 'tick a set of flashcards (around &) cards* ith the vocabulary that you ish to practice on
the board.
+. 'tudents are divided into groups of approximately ,!- students and arranged in lines facing
the board.
.. The students at the front of their groups turn around, and you remove one (or to* of the
cards.
/. The student ho can correctly identify the missing picture(s* first gets a point for their team.
• Memory Tester
&. Place a selection of flash cards on the floor in a circle.
+. 'tudents have one minute to memorise the cards.
.. 0n groups, they have to minutes to rite as many of the names as they can remember.
• Invisible Flash cards
&. 'tick 1 flash cards on the board and dra a grid around them.
+. 2se a pen or a pointer to drill the 1 ords. 3lays point to the flash card you are drilling.
.. 4radually remove the flash cards but continue to drill and point to the grid here the flash
card as.
/. 'tudents should remember and continue as if the flash cards ere still there.
$ou can then put the flash cards back in the right place on the grid, asking the children here
they go, or 0 ask students to come up and rite the ord in the correct place on the grid.
• Reveal the word
&. 5over the flash card or ord card ith a piece of card and sloly reveal it.
+. 'tudents guess hich one it is.
.. 6nce the card is shon, chorally drill the ord ith the group using different intonation and
silly voices to keep it fun. 7ary the volume too, hisper and shout the ords. 5hildren ill
automatically copy your voice.
3lternatively, flip the card over very 8uickly so the children #ust get a 8uick glimpse.
9epeat until they have guessed the ord.
5ontributed by :att :ckeon and 4avin Fry
(ELTDP :entors ! 'amarahan*
ELTDP

• Magic and his!ers Game
&. 'tick the flashcards that you ant to practice on the board.
+. 4roup the students into lines facing the board.
.. 4ive a ;:agic and< (a piece of rolled!up paper* to each of the student at the front of their
line (closest to the board*.
/. =hisper a ord to the children at the back of the line. The children then hisper the ord
don the line, until the child at the front hits the board and shouts out the correct ord.
,. The child at the front then moves to the back.
• Pelmanism Mingle
&. 4ive each student either the ord card or the picture card from a pair.
+. 'tudents have to move around the class introducing themselves, until they find their partner
that has the corresponding card.
• Point or race to the "lash cards
&. 'tick flash cards around the class.
+. 'ay one of them and students point or race to it.
.. 'tudents can then give the instructions to classmates.
/. This can be extended by saying >hop to the cat> or even >if your name begins ith the letter
:, sim to the fish> etc.
,. $ou can also incorporate flash cards into a game of 'imon 'ays ! >'imon says, #ump to the T!
shirt> etc.
• #te!!ing #tones
Flashcards or ord cards can be used as stepping stones in a fe different ays. This is a fun
ay to practice and revise vocabulary.
&. They can be laid out in a path. 'tudents must step on each ?stone@ saying the ord as they go.
0f they make too many mistakes they are sent to the start again.
+. 3 number of cards are scattered across the floor in a rough rectangular area. The teacher
gives a list of ords and the students must step on the correct stones. To get across the area.
This can be turned into a race beteen teams.
5ontributed by :att :ckeon and 4avin Fry
(ELTDP :entors ! 'amarahan*