Professional Documents
Culture Documents
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.
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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.
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