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Games

Games help provide the balance you need in your lessons to keep your students engaged and motivated while
making learning meaningful. Not only do they promote communicative competence by reinforcing language
usage, they also help develop children’s social skills as they foster collective values. Furthermore, they serve
the purpose of “stirring up” a lesson after an activity which calms them down (settler). However, too many
games can also overexcite your students and lead to too much disruption. We can never lose sight of the great
language acquisition tools games are in an EFL context.

Bean Bag Chinese Whispers


• Place the flashcards on the floor. • Whisper one of the words/phrases/sentences that
• Ask for a volunteer to come to the front of the have been taught into the ear of one of the
class. students.
• He/She throws the beanbag and identifies the • Have each student pass the “secret” message into
flashcard where it lands. the next student’s ear and, once all the students
have heard the message, the last student must say
• Ask for more volunteers.
what he/she heard.
Bend it! Fly Swatter
• Stick the flashcards on the board.
• Stick the flashcards on the board.
• Ask for volunteers to come to the front of the
• Divide the class into teams.
classroom.
• A member from each team comes to the front of
• Tell each volunteer to stand in front of a flashcard.
the class and stands by the board.
• Call out each flashcard at random.
• Give each student a fly swatter.
• Every time the student hears the flashcard he/she
• Call out one of the flashcards which are on the board.
is standing in front of, he/she should bend his/her
knees. • The first student to swat the correct flashcard with
the fly swatter earns a point for his/her team.
• Repeat the activity to get as many students as you
can involved. • Keep track of the score by writing the points on
the board.
Bingo • Invite other students from each team to play too.
• Give each child a bingo cardboard or give them • Try to involve as many students as possible in the
one per pair. game.
• Shuffle your mini flashcards (make some more if • At the end of the game, count the points to see
you don’t have enough). who has won.
• Take one of the mini flashcards and call out the • Encourage students to count the points with you.
object on it.
• If the student identifies the object on his/her Four Corners
cardboard, he/she must raise his/her hand and • Place a flashcard in every corner.
repeat the name of the object. • As you place them, ask the students to identify
• Either give them the flashcard or before you start each flashcard.
the game give each child a handful of tokens. • Tell students to stand up (two at a time, for
• Keep playing until they are able to fill the whole example).
cardboard. • Tell students that you will call out one of the
• The student(s) who win should call out BINGO! flashcards and that they have to walk to the
correct corner.
Charades
• Play it as a group or in teams. Freeze!
• A member of each team is given an action and • Put the flashcards in a pile and turn them over.
they must mime it. • Pre-teach the word freeze and tell students that
• The other team members guess what their when they hear it, they can’t move.
teammate is miming. • You can even play some music in the background.

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• Students pass the flashcards (in a pile faced down) • Ask students to open their eyes and guess which
around. flashcard is missing.
• When they hear the word freeze, they must stop. • Tell students not to shout out the answer (or peek),
• The student holding the flashcards turns the top but to raise their hand and wait to be called upon.
card over and identifies it.
• Students are not allowed to hold on to the pile of Noughts and Crosses
flashcards for more than two seconds. • Draw the game on the board (two horizontal
parallel lines and two vertical parallel lines).
• Place one flashcard in each square.
Human Pelmanism • Divide the class into teams. One team will use the
• Tell students that they are going to play a different
noughts, the other the crosses. In order for
version of pairs.
students to win a nought or a cross, they must say
• Inform them that instead of using cards to play the correct word(s).
the game, they will become human flashcards.
• Of course, the aim of the game is to get three
• Divide the class into teams. crosses or three noughts in a row (horizontally,
• Choose four/five students from each team to vertically or diagonally).
stand in a row in front of the classroom.
• Form two different rows.
• Whisper in each student’s ear the object they will
be.
• Remember, there has to be two of each object
(one in each row).
• In turns, a member from each team calls on two
students (one from each row). Pelmanism
• If they both say the same word, a pair is found and • Students should shuffle the mini-flashcards and
that team earns a point. spread them out face down on their desks.
• The pairs that are found can sit down. • Make sure that there are two of each.
• If the student calls out two students and they are • Taking turns, students flip over two flashcards,
not a pair, they must stay in the same place. and when he/she turns them over he/she must
• Remember, it’s a memory game so students must state what he/she can see/read.
remain in their place. • If the flashcards are in fact a pair, he/she holds on
• The game continues until all the pairs are found. to them until the end of the game.
• At the end of the game, count the points to see • If they are not, he/she turns the flashcards over
who has won. again. Make sure that students place them back in
their original position. Since it is a memory game,
students shouldn’t mix the mini-flashcards up.
I Spy with my Little Eye • The game ends when all the cards have been
• Choose a category. For example, school objects. paired up.
• Ask a student to think of a (school object) and say • At the end, students count each pair to see who
the following: I spy with my little eye something has the most pairs.
beginning with the letter P.
• Students then have to guess what the object is. Draw and Guess
Variation: You can also ask students to say: I spy • Divide the class into two teams.
with my little eye something that you write with… • One member of each team (one at a time) comes
to the board.
Kim’s Game • Tell students that you will show them one of the
• Stick the flashcards on the board. flashcards and that they must draw what they
• Go over the vocabulary before you play.
see/ read on the board.
• His/her team should have a time limit to guess
• Tell students to close their eyes while you take a
flashcard away. what he/she is drawing.

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Games

• The team who guesses the most “pictures” wins • Ask for a volunteer to name each flashcard in
the game (the opposing team should control the order.
time limit, so they are given a task at the same • Pretend to be a crocodile as they step alongside
time). and name the flashcards.
• The team with the most points at the end of the • As each student reaches the other side of the
game, wins the game. river, he/she can become a crocodile too.

Sequence Game The Chain Game


• Stick the flashcards on the board in a row. • Choose a student to start the game.
• Ask students to identify them all. • He/She should start the chain game by stating (for
• Then turn over the first flashcard so you can’t see example): In my schoolbag, there are two
the object and ask students to identify the object rubbers…
you turned over. • The second student has to repeat the word(s) said
• Continue to ask the students to identify the other by his/her classmate and add another one. E.g. In
objects. my schoolbag, there are two rubbers, three pens...
• Turn over the second flashcard and ask students • Students are not allowed to repeat words.
to identify the first flashcard then the second and • When they can’t remember all the words said
all the rest. previously or can’t think of a new word, the game
• Follow the same procedure until all flashcards are is over.
turned over. • Start over so that all students can participate.

Simon Says Thumbs up!


• Tell the children that they are going to play a • Show students one of the flashcards and say: This
game called Simon Says. is a (pen).
• Tell students that they must do as Simon tells • If it is in fact a (pen), students should put their
them. E.g. Simon Says stand up. Students should thumbs up and if it isn’t a (pen), they should turn
then stand up. their thumbs down.
• Ask for volunteers to become Simon and give
instructions to the class. True or False Chairs
Variation: Vary from using Simon Says and starting • Tell students that they are going to play a game
the instruction with merely an imperative. called True and False chairs.
Students should only follow instructions if they
• Before you start playing, revise the vocabulary you
hear Simon Says. If they don’t hear Simon Says,
have taught.
they are not allowed to do the action.
• Explain to students what true and false mean.
Stand up, Sit down • Place two chairs in front of the board. Write true
on a sheet of paper and place it over one chair.
• Tell students that they are going to play a game
Write false on a sheet of paper and place it over
called Stand up, Sit down.
the other.
• Place two rows of flashcards where all students
• Divide the class into two teams.
can see them.
• Students line up in two rows in front of the chair.
• Call out one of the flashcards by saying: This is a
(schoolbag). • Show a flashcard and say: This is a (pen).
• If it is in the top row, students stand up; if it is in • If it is in fact a (pen), both students standing in
the bottom row, students sit down/stay seated. front of each row should sit on the true chair and
if it isn’t a (pen), they should try to sit on the false
chair.
Stepping Stones • The first student to sit on the correct chair, wins a
• Place the flashcards on the floor in a row.
point for his/her team.
• Tell students that they are imaginary stones that
they need to step on in order to cross an
imaginary river.

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