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Idea germinating from Vietnamese traditional game “Cướp Cờ” (flag catching).
Extension: to make it even more captivating, the teacher can call many numbers or even the
whole team each time.
Extension: to make it even more captivating, the teacher can call many numbers or even the
whole team each time.
III. TARGET-AIMING:
Idea germinating from Vietnamese traditional game “Chọi cầu” (shuttle cock throwing)
1. Participants: divide the class into two teams or three teams up to the teacher.
2. Preparation: shuttle cocks, balls, crumpled papers or anything else can throw at
one’s body without causing hurt. The number of this material should match with the number of
the teams.
3. Procedure: Four students are chosen to be the aims standing in front of the teams.
Each is labeled A, B, C or D. After each question, the first members in each team use the
shuttlecocks to throw at the aim symbolizing the correct answer. In the meantime, “the aim”
should run away to avoid being hit by any shuttle cocks. The student successfully hitting the
correct aim first gives explanation for the choice and wins one point for his/her team.
1. Participants: divide the class into teams of two to three members. Otherwise,
students can join in the activity individually.
2. Preparation: Buying a set of “Gourd and Crab” from bookstores or supermarkets.
“Gourd” symbolizes answer A; “Crab” symbolizes answer B; “lobster” symbolizes answer C and
“fish” symbolizes answer D; “Cock” and “Deer” should be disregarded. Otherwise, teachers can
create by themselves. What needed is a broad sheet of paper divided by four and each square
symbolizes one answer A, B, C or D. Three cubes with each choice A, B, C or D attached on
each face; two other faces can leave blank.
3. Procedure: Teacher gives each team 100 points. For each question, each team bets
a part of their points to their answer on the broad sheet. The points each team wins depend on
their bet points and the result of throwing dices. E.g, team 1 bets 2 points for answer A; team 2
bets 4 points for answer B. Then, the teacher tosses the three dices; if two dices have faces A up
and one dice has face B up, team 1 wins 4 more points for their team and team 2 wins 4 points
for their team. If only one dice has face A up; one dice has face C up and one with blank face up,
team 1 wins 2 points and team 2 has 4 points subtracted from their total points. Needless to say,
explanation for each choice is essential to ensure total understanding. The team with the most
point wins the game.
1. Participants: divide the class into three teams or four teams up to the teacher.
2. Procedure:
Teacher models TPR Answer A: slap one’s head with two hands Answer
B: flap one’s shoulders with two hands Answer C: clap one’s hands Answer D: bang on the table
with two hands
The teams take turn to give their answer through TPR. Rule: all members
in each team must do TPR simultaneously. Otherwise, no point is given.
The team doing TPR the most simultaneously with the correct answer give
explanation for their choice and win one point for their team.
Idea germinating from Vietnamese television show for tertiary students “Rung Chuông
Vàng” (Ring the golden bell)
1. Participants: divide the class into two teams. One member in each team is
appointed to be the KING while other members are the guards.
2. Preparation: chairs for two kings putting at the back of each team.
3. Procedure: The King of each team sits on his chair behind the line of the guards
who are numbered. The activity leader calls out a number or two. The students with their
numbers called run to the area of the opponent and try to touch the king. The guards of the king
prevent the opponents from touching their King at any costs without using their hands. Who can
touch the King first wins their team’s turn to answer the question and get a point.
1. Participants: divide the class into two teams or three teams up to the teacher.
2. Preparation: Students in each team sit in line and physically connect to each other
by legs
3. Procedure:
The representative of each team plays rock-paper-scissors with that of
other teams. The winner wins his/her team’s right to give the answer for each multiple-choice
question.
If the answer is correct, the whole team can move one step forward
simultaneously.
The team reaching the finish line first is the winner and can choose to
punish the losers in their own exciting way.
X. CHAIR EXCHANGING