Using Games in Teaching English To Young Learners
Using Games in Teaching English To Young Learners
Using Games in Teaching English To Young Learners
Lin Hong zhangyllh [at] hotmail.com Guangdong Foreign Language Normal School (Guangdong, China)
Which language does the game target? Which skills does it practice? The language skill focus could be any one of the major skills of listening, speaking, reading or writing. What type of game is it? What's the purpose for using it? Does it fit the students? How could I simplify or make it more complex if necessary? Many games require modification in use when the students' need are taken into consideration. How much interaction and participation is there? Maximum involvement is something we are pursuing. Do I like the game myself?
When giving instructions to beginners, a few words in the mother tongue would be the quickest way to make everything clear. More English exposure is needed at a later stage. Games are best set up by demonstration rather than by lengthy explanation. It is very important not to play a game for too long. Students will begin to lose interest. It is best to stop a game at its peak.
The teacher explains how to play the game in the students native language if necessary. The teacher divides the class into two teams, giving each team an English name, eg. the Roosters and the Monkeys. Then the teacher write the the team names on the board for scoring during the game. If the class has a large number of students, this is one way to get smaller teams. Choose 10 players from each team by chanting together a 'choosing rhyme' such as the following: One, two, three, four, O-U-T, OUT! (The student chosen is the one you are pointing at on the word OUT!) Each player secretly puts no more than 11 toothpicks into his/her matchbox. During the Game The first player from the Roosters stands up, shakes the matchbox in his/her hand. His/her team members shout together 'How many?.' The Monkeys then give the answer by replying 'There are'. If the guess is the correct number, the Monkeys wins a point. If not, the Roosters get the point. Then switch roles. This time the Monkeys ask and the Roosters guess. The game continues until all the players get a turn. The teacher keeps a record of the points on the board. The team with the most points wins.
Reference
Khan, J. 1996 'Using games in teaching English to young learners' in (eds)Brumfit, C, Teaching English to Children. From Practice to Principle England: Longman The Internet TESL Journal, Vol. VIII, No. 8, August 2002 http://iteslj.org/ http://iteslj.org/Lessons/Lin-UsingGames.html
http://iteslj.org/Lessons/Lin-UsingGames.html
Introduction
According to the U.S. Census data, of the 26.4 million immigrants in the U.S., almost 80 percent are adults (Starr, 2001). Consequently, English as a Second Language (ESL) has become the fastest growing segment in federally funded adult education programs (Pugsley, 1998). Many of the adult ESL learners do not have much schooling in their home country, and therefore, lack appropriate study skills important for academic success. In addition, they tend to face tremendous financial distress and family responsibilities that oftentimes prevent them from concentrating on their studies. Teaching them can be a significant challenge for the teacher and curriculum developer.
The Class
All the students had immigrated into the U.S. as adults and their highest educational attainment was high school. All had completed basic and intermediate ESL courses at a government-sponsored program. This course aimed to teach job-related skills as well as other essential everyday life skills. The following are some strategies that I found to be effective in teaching adult ESL learners.
for over seven years, I assessed their English proficiency to be still at the basic level based on our oral interactions and their written responses to my questionnaire. I decided it was time to give them some pressure and help them to achieve some breakthrough. I announced during the second class that while I understood their busy schedules, I considered it was likely that everyone could squeeze in 15 minutes a day to study. I assigned homework for every class, and checked it at the beginning of next class. I found most students were willing, or even happy, to be pushed to learn. They had great motivation to improve their English, as they yearned for a better life in the U.S. Of course, parallel to the higher expectations should be sufficient guidance and support. I arrived at school half an hour before every class to answer students' individual questions. I also encouraged them to approach me during the break or after class. When returning their homework assignments, I made sure to explain to the students in person about their individual problems and difficulties.
First, read aloud from a text slowly, preferably repeating after a recording. Reading aloud slowly forces the learner to pronounce every sound clearly, and thus develops the flexibility of the speech organs. Reading after a recording helps the learner to imitate correct pronunciation. In my previous ESL research, many Chinese learners said reading a text aloud repeatedly until they could memorize the text enabled them to develop a sense about the natural flow of the language and made many language structures handy for use in speaking or writing. Second, find materials conforming to the students' English level. Language input far beyond the learner's level (e.g., original movies, TV and radio programs) will result in no comprehension, and therefore, no persistence by the learner. Students should make good use of the textbooks used in their ESL courses, instead of throwing them away after finishing the course. In addition, they can find abundant ESL resources of various levels in the public library. Third, keep an English diary, which is a persistent, economical way of practicing in English. I told the students that I started to write English diaries after having taken English for just one semester in sixth grade in China. At that time, I had only learned some basic grammatical structures and had a very small vocabulary. In my diary, I had to use many Chinese expressions to substitute for the unknown English words, but I made a conscious effort to use words and structures newly learned in class. In a few years, I was able to write very long pieces exclusively in English. More important, I could think directly in English;
therefore, writing much faster and more naturally than my classmates who seldom wrote. Students seemed to be fascinated by these study strategies, which they said they would like to try themselves and even introduce to their children.
job interview, effective ways in making small talk) with simple bullet points. I required each group to list at least one point on the chalkboard. Students found these tips extremely concise and practical. As soon as they realized that they could make good use of the text without knowing every word, they relied less on the dictionary and achieved noticeable improvements in reading speed and summary skills.
Summary
During the course, I found students not only improved their language proficiency, but also became more conscientious about their study. Most students could finish homework on time; many of them arrived earlier before class to let me comment on their diaries; several developed the habit of rewriting to address their grammar problems. At the end of the course, most students said this was the most useful ESL course they had ever taken. This class was effective in addressing students' needs, setting higher expectations, providing individual support, introducing study skills, and promoting integrated language proficiency.
References
Acuna-Reyes, R. (1993). Communicative competence and whole language instruction in the foreign language secondary school classroom. In A. Carrasquillo & C. Hedley (Eds.), Whole language and the bilingual learner (pp. 20-34). Norwood, NJ: Ablex Publishing Company. Fan, X. L. (1991). Using the process approach to reading in an EFL class. Journal of Reading, 34 (8), 624-627. Fullan, M. G. & Stiegelbauer, S. (1991). The new meaning of educational change. New York: Teachers College Press. Pugsley, R. S. (1998). Research agenda for adult ESL. Center for Applied Linguistics.http://www.cal.org/ncle/agenda/fore.html. Scovel, J. (1983). English teaching in China: A historical perspective. Language Learning and Communication, 2 (1), 105-109. Starr, L., (2001). ESL lessons for adult students. Education World. http://www.education-world.com/a_tech/tech074.shtml. Yen, R. T. (1987). Foreign language teaching in China: Problems and perspectives. Canadian and International Education, 16 (1), 48-61. The Internet TESL Journal, Vol. XI, No. 3, March 2005 http://iteslj.org/ http://iteslj.org/Techniques/Yang-AdultLearners.html
Introduction
In recent years language researchers and practitioners have shifted their focus from developing individual linguistic skills to the use of language to achieve the speaker's objectives. This new area of focus, known as communicative competence, leads language teachers to seek task-oriented activities that engage their students in creative language use. Games, which are task-based and have a purpose beyond the production of correct speech, serve as excellent communicative activities (Saricoban & Metin 2000). On the surface, the aim of all language games is for students to "use the language"; however, during game play learners also use the target language to persuade and negotiate their way to desired results. This process involves the productive and receptive skills simultaneously. Games offer students a fun-filled and relaxing learning atmosphere. After learning and practicing new vocabulary, students have the opportunity to use language in a non-stressful way (Uberman 1998). While playing games, the learners' attention is on the message, not on the language. Rather than pay attention to the correctness of linguistic forms, most participants will do all they can to win. This eases the fear of negative evaluation, the concern of being negatively judged in public, and which is one of the main factors inhibiting language learners from using the target language in front of other people (Horwitz, Horwitz and Cope 1986). In a game-oriented context, anxiety is reduced and speech fluency is generated--thus communicative competence is achieved. Games are also motivating. Games introduce an element of competition into languagebuilding activities. This provides valuable impetus to a purposeful use of language (Prasad 2003). In other words, these activities create a meaningful context for language use. The competitive ambiance also makes learners concentrate and think intensively during the learning process, which enhances unconscious acquisition of inputs. Most students who have experienced game-oriented activities hold positive attitudes towards them (Uberman 1998). An action research conducted by Huyen and Nga (2003), students said that they liked the relaxed atmosphere, the competitiveness, and the motivation that games brought to the classroom. On the effectiveness of games, teachers in Huyen & Nga's (2003)reported that action research reported that their students seem to learn more quickly and retain the learned materials better in a stress-free and comfortable environment. The benefits of using games in language-learning can be summed up in nine points. Games....
are learner centered. promote communicative competence. create a meaningful context for language use. increase learning motivation. reduce learning anxiety. integrate various linguistic skills. encourage creative and spontaneous use of language. construct a cooperative learning environment. foster participatory attitudes of the students.
I. Mysterious Landmarks
1. Competitors assemble a 20-piece jigsaw puzzle of a world famous landmark (such as
the Eiffel Tower, Mt. Fuji the Great Wall, etc). 2. Then they describe puzzle image in five sentences to complete the task. This game encourages students' productive skills and elicits their speech fluency. Crossculture concepts are also addressed. The number, the length, and the patterns of sentence can vary depending on the students' language ability and linguistic points the instructor would like to reinforce.
V. What's Cooking?
1. Participants read a recipe and make the dish.
2. The amount of ingredients and assembly process must follow exactly the instructions laid out in the recipe. 3. The participants eat the dish they have prepared, all together and as fast as possible, because whoever finishes the five tasks first wins the entire competition. This game not only reinforces food vocabulary, but it also tests the ability of students to comprehend written instructions. This is also good for introducing cross-culture topics. Recipes may vary depending on what food terms and cultures the teachers wishes to cover. Salads and sandwiches are easy-to-prepare recipes. The eating part adds an additional element of fun to the game. Although the whole competition is a combination of five games, each game is suitable for reinforcement of individual language skills and easily applied in the classroom. One feature of these games is that students with lower language ability in a team can still contribute if they are good at skills other than languages, such as putting together jigsaw puzzles, calculating numbers, drawing, or eating fast.
Observations
Throughout the competition, I observed that students were more engaged in and committed to using English than they would be in the classroom. They were attentive to instructions, which they usually are not in regular class. In each of the games, students found their own ways to express themselves. Participants went all out with their English to win the game. The games also aroused cultural awareness. After the competition, students told me they
will now pay more attention to geographical names that they often ignored before simply because they had never been there. Thus, students expressed a motivation and desire to know more than just linguistic knowledge.
Conclusion
Our experience creating a competition for our students taught us that games stimulate communicative skills. Competitors revealed that they felt less afraid of using their English during game play. I also observed that they were more willing to ask questions and think creatively about how to use English to achieve the goal. The competition gave students a natural opportunity to work together and communicate using English with each other. Furthermore, by integrating playing and learning, students practiced the learned linguistic knowledge in a vivid and meaningful context. Many came to understand that they could successfully use English to accomplish a variety of tasks. And finally, the competition stimulated their interest in foreign culture. As Uberman (1998, 87) writes, "Games encourage, entertain, teach, and promote fluency and communicative skills. If not for any of these reasons, they should be used just because they help students see beauty in a foreign language and not just problems that at times seem overwhelming."
References
Horwitz, E.K., Horwitz, M.B., and Cope, J.A. 1986. Foreign language classroom anxiety.The Modern Language Journal 70 (2): 125-132. Nuyen, N.T.T. & Nga, K.T.T. 2003. The effectiveness of learning vocabulary through games. Asian EFL Journal 5. http://www.asian-efljournal.com/dec_03_sub.Vn.html(accessed September 25, 2004) Prasad, U. 2003. Achieving communicative competence in English. India's National Newspaper (29, July).http://www.hindu.com/thehindu/edu/2003/07/29/stories/2003072900010200.htm(a ccessed September 25, 2004) Saricoban, A. and Metin, E. 2000. Songs, verse and games for teaching grammar. The Internet TESL Journal 6 (10). http://iteslj.org/Techniques/SaricobanSongs.html(accessed September 27, 2004) Uberman, A. 1998. The use of games: for vocabulary presentation and revision. English Teaching Forum 36 (1): 20. http://exchanges.state.gov/forum/vols/vol36/no1/p20.htm(accessed September 27, 2004) The Internet TESL Journal, Vol. XI, No. 2, February 2005 http://iteslj.org/
http://iteslj.org/Techniques/Chen-Games.html
Angkana Deesri a_deesri [at] yahoo.com Khon Kaen University, (Khon Kaen, Thailand)
One useful strategy to encourage language acquisition is using language games. When using games in the classroom, it is beneficial for teachers to have a complete understanding of the definitions of games, which usually are defined as a form of play concerning rules, competition, and an element of fun. Teachers should also consider the advantages of games: the ability to capture students' attention; lower students' stress; and give students the chance for real communication. Lastly teachers need to assess how to use games appropriately in the classroom. It is important to choose an appropriate time and integrate them into the regular syllabus and curriculum. However, because of the limitations of the syllabus, games often cannot be used, as much as they should be. Therefore, it may be challenging for teachers to try to add some games in class in order to develop students' English proficiency of the target language.
Introduction
Some teachers think that language games are a waste of time and prefer not to use them in classroom since games sometimes have been considered only for its one element, that is fun. In fact, games can provide EFL and ESL students more than that. Among several strategies used to improve students' proficiency such as visual aids, CALL (Computer Assisted Language Learning), drama, role-play, and so on, games are another useful strategy to promote students' language proficiency (Richard - Amato, 1996). This paper aims to give a clear understanding of what games are and why and how games are used in the classroom.
its spelling and pronunciation. Students begin to realize that they have to speak or pronounce the words clearly if they want others to understand what they are saying.
Another reason why games are often used in language classes is that they lower students' stress in the classroom. In conventional classrooms, there is a lot of stress put on students trying to master the target language. Schultz (1988) said that
"...Stress is a major hindrance in language learning process. This process [Learning language in traditionalway ] is by its nature time consuming and stress provoking... ... raise the stress level to a point at which it interferes with student attention and efficiency and undermines motivation. ..... one method has been developed to make students forget that they are in class ....relax students by engaging them in stressreducing task (games)."
There is a high level of stress in the classroom because students have to face unfamiliar or unknown grammatical structures, words, texts and so forth. Therefore, students often feel uncomfortable and insecure in class, which inevitably affects their ability to learn. As a result, games can help lower their anxiety, make them feel comfortable, and want to learn more. It is believed that when students play games, they relax and have fun. Since students know that they are playing games and want to communicate efficiently t hey do not worry about making mistakes and do not try to correct themselves in every single sentence. When students are free from worry and stress, they can improve their fluency and natural speaking styles. Next, students learn without realizing that they are learning (Schultz, 1988.) For instance, when playing a game called "What Would You Do If?" students will have to pick one hypothetical question from those that they have written in a box. They might get a question like "What would you do if a lion came into this classroom?" Next they have to pick one answer that they have written before. The answer they get may be "I would be a fly." Usually the question and the answer they get do not match each other, so students have to use their own imaginations to explain their bizarre answer, and everyone has fun listening to it. The explanation might be "If a lion came into this classroom, I would be a fly because I am a good person, so an angel would come and rescue me by turning me into a fly." While trying to explain, students do not worry too much about grammar mistakes because they want to communicate and to explain why it can happen. Apart from having fun, students do not worry about errors and punishment; moreover, they will learn a grammatical rule and have a chance to use it. Thus, they learn unconsciously-learn without realizing they are learning. Students stop thinking about language and begin using it in a spontaneous and natural manner within the classroom (Schutz, 1988.) Another advantage is increasing students' proficiency. Playing games in the classroom can enormously increase students' ability in using language because students have a chance to use language with a purpose in the situations provided. Hadfield (1990) confirms that " games provide as much concentrated practice as a traditional drill and more importantly, they provide an opportunity for real communication, albeit within artificially defined limits, and thus constitute a bridge between classroom and the real word. " Like in a traditional classroom, students have an opportunity to drill and practice using grammatical rules and other functions. For example, look at the "Find Someone Who" game in which students have to ask classmate s the questions implied by the chart such as: "Can you swim?" "Do you have a pet?" etc. Find Someone Who... Likes rock music. Loves watching Likes to cook. Has a pet.
Students have to mingle around the classroom to find whoever these statements apply to and then write their names in the appropriate places. Whoever can fill their page first will be the winner. While playing, students practice asking and answering questions. They may have to repeat the same question several times until they get to the right person. This provides the opportunity to drill and repeat as in a conventional classroom, but with playing games it is more communicative and meaningful. Moreover, it will link students to the real world because they can actually speak like this outside the classroom. Therefore, playing games in classroom does not only give students a chance to use English, but it can also connect them to the real usage of language outside the class. Editor's note: You can print out http://iteslj.org/Handouts/Kelly-Classmates.html and duplicate it for your students.
Nevertheless, it can be seen that games are very useful and can be used to develop students' language learning and also provide the students an opportunity to practice communication. Therefore, it is recommended that teachers try some games that may be useful to their students in order to enhance students' proficiency and help them meet their goals, and at least to try new things in teaching.
References
ABT, C.C. 1972. Improving Education with Games. SeriousGames . New York: The Viking Press, Inc: pp 15-34. Avedon, M.E. and B.S.Brian. 1971. Learning Through Games. The Study of Games . New York: John Wiley & Sons, Inc: pp 315-321. Byrne, D. 1995. Games. Teaching Oral English . Harlow: Longman Group UK Limited: pp 101-103. Carlson, E. 1971. Games in the Classroom. The Study of Games. New York: John Wiley & Sons, Inc: pp 331-339. Carrier, M. 1990. Take 5: Games and Activities for the Language Learner, UK: np. Pp 6-11. Hadfield, J. 1990. An Collection of Games and Activities for Low to MidIntermediate students of English. Intermediate Communication Games . Hong Kong: Thomus and Nelson and Nelson and Sons Ltd. Mulac, E.M. 1971. Educational Games for Fun . New York: Happer & Row, Publishers, Inc. Richard-Amato, P., A. 1996. Making It happen . New York: Addison-Wesley Publishing Group. Pp 192-199. Schultz, M. and A. Fisher. 1988. Interacting in the Language Classroom. Games for All Reasons . Massachusetts: Addison-Wesley Publishing Company. McDaniel, Tim. Language Games. Dept. of Foreign Languages, Fa c. of Humanities and Social Sciences, KKU. (unpublished).
Footnote
[1] Dictation game: students work in pairs. One has to run and read the article posted and tell his partner who has to write down what his partner tells him. The Internet TESL Journal, Vol. VIII, No. 9, September 2002 http://iteslj.org/ http://iteslj.org/Techniques/Deesri-Games.html
Currently, I teach at a university in Japan, but I have taught high school students and younger. These are two games I use when I want to get the students outside.
not speak for awhile. Then I ask them: Did you hear anything? Listen again. What did you hear? Then I ask them to write down what they heard. Then after writing, they can use English by saying "I hear a car engine."; "I hear a woman talking" etc. The more advanced ones can say what their neighbor heard, the student sitting next to them, then say whether they did or did not hear the same thing. Then they can introduce what they heard. For example, "Susan heard a man talking but I didn't. I heard children playing" Or They can say, "I heard a man talking first. Then I heard a dog barking; and then I heard a bird. Just before I opened my eyes, I heard the teacher's voice." "Finally, I heard another student talking." This allows them to practice using first, second and finally or lastly. With children you can play "What do you hear?" Have them sit in a circle, and cover their eyes. The teacher goes first by covering her eyes. She says: "I cannot see but I can hear." Then the teacher addresses the children. When you cover your eyes you cannot see. (Please put your hands over your eyes.) When all the children have covered their eyes, break a stick. Then say "open your eyes" Ask them, "Did you hear something when your eyes were covered? " (Please cover your eyes again. And this time, please listen.) Did you hear anything? What did you hear?" Then show them what they heard, a breaking stick. Then say: "I hear a stick, breaking." Then do something else when their eyes are covered. And ask them if they heard anything. Then show them. Then ask them to name it: "I heard a finger snapping." or "I hear two hands clapping." etc. If they need help, I use big cards, written in crayon; and prop them against a tree or lay them in the grass, with the simple sentence structure, "I hear a ----, -----." Of course this game can be adapted to playing inside too. But I find that children like to go outdoors, if they can, in the nice weather. Me too!
The Internet TESL Journal, Vol. IV, No. 8, August 1998 http://iteslj.org/
Level: Easy to Medium This is an oral communication activity appropriate for EFL learners in elementary/primary school. (It's optimal for grades 3-6). This game is designed for practicing "shopping" dialogues and vocabulary. Materials: "produce" and play money. Object of Game: To accumulate as many products as possible. Students are divided into clerks and shoppers.
The clerks set up "stands" to allow easy access for all shoppers (e.g. around the outsides of the room with their backs to the wall). The shoppers are given a set amount of money* (e.g. dollars, euros, pounds, etc.) and begin at a stand where there is an open space. Students shop, trying to accumulate as many items as possible (each item is 1 unit of currency). Periodically, the instructor will say "stop" (a bell or other device may be needed to attract attention in some cultural and classroom contexts) and call out a name of one of the products. Students with that product must then put ALL their products in a basket at the front of the room. The remaining students continue shopping. Students who had to dump their products must begin again from scratch (with fewer units of currency). The student with the most products at the end wins. Students then switch roles. *It is recommended giving students as much money as possible since students who run out can no longer participate. Alternative play for more advanced students: Clerks set the price of items. Shoppers have the option of negotiating the price. There are two winners in this version: The shopper who accumulates the most products and the clerk who makes the most money.
Submitted by: Mike Yough
Level: Any Level Type of Activity: listening and speaking Purpose: review question forms previously studied in class Procedure:
Form two teams (three will work, but two seems to add just the right amount of competitive tension). Explain the game, with a few examples of answers in search of questions. Ask, 'What's the question?', and get students to correctly say the corresponding questions for your answer. Have two players--one from each team--come to the front. Style it like a game show if you like, with the students standing side-by-side. If you have access to bells or buzzers, it's even more fun. Next, read an answer to a question and say, 'What's the question?' The fastest player to respond wins a point for her/his team. New contestants come to the front for a new round. Rationale: This game forces the students to think backwards a little, so they must provide a grammatically perfect question. All too often, they are used to answering rather than asking questions, so this is challenging and useful as review.
Submitted by: Tim
Level: Any Level This activity is used as a "getting to know you", icebreaker on the first day of class. 1. Teacher takes the toilet paper roll and takes several squares of toilet paper, then hands the roll of toilet paper to a student. The teacher tells the student to take some, more than three. 2. After everybody in the class has some paper, we count the squares we have, then we have to tell that many things about ourselves, in English. This activity works well with substitute teachers also. The toilet paper is such an attention getter.
Submitted by: Linda LeBlanc
The teacher gives a word and asks a student to spell it, and then a second student should say a word beginning with the last letter of the word given. The game continues until someone makes a mistake, that is, to pronounce the word incorrectly, misspell it or come up with a word that has been said already, then he/she is out. The last one remaining in the game is the winner. This game can be made difficult by limiting the words to a certain category, e.g.. food, tools, or nouns, verbs, etc.
Submitted by: Huang Shufang
Bang Bang
Level: Easy Divide the group into two teams. Explain that they are cowboys and they are involved in a duel. One student from each team comes to the front. Get them to pretend to draw their pistols. Say "how do you say..." and a word in their mother tongue. The first child to give the answer and then "bang bang", pretending to shoot his opponent is the winner. He remains standing and the other one sits down. I give 1 point for the right answer and 5 extra points if they manage to "kill" 4 opponents in a row. Editor's Note: Instead of saying the word in the students' mother tongue, it would be possible to use a picture or to say a definition ("What do you call the large gray animal with a long nose?")
Submitted by: Liz
Level: Easy to Medium Preparation: Divide the students in to groups of four or five. Then ask the student to make the name for their ships for example with the names of animals, cities, movie stars or let them find their own favourite names. Ask them to choose the Captain and the Shooter. The captain's duty is to memorize his ship's name, so he can reply if somebody call his ship's name. The shooter's duty is to memorize the names of the ships of 'their enemies', so he can shoot them by calling their ship's name.
Activity: Arrange all the captains in a circle, the ships' crews must line up behind their captains. The shooter is the last crew member in line. The teacher must decide a lexical area of vocabulary, this vocabulary will be used to defend their ships from the attacks. Every students (except the shooters) must find their own words. The lexical area for example, "Four Legged Animals". Give the students 1-2 minutes to find as many possible words as they can and memorize them. Start the game by calling a ship's name, for example the ship name is "THE CALIFORNIAN". The captain of THE CALIFORNIAN must reply with a word from the lexical area given, for example he says "TIGER" followed by his crews behind him one by one, "COW"; "SHEEP" until it is the shooter turns and he calls out the name of another ship and the captain of the ship called must reply and his crews must do the same thing. No word can be repeated. If the captain is late to reply (more than 2 seconds) or his crew can not say the words or a word repeated or the shooter shoots the wrong ship (his own ship or the ship that has already been sunk) the ship is sunk, and the crew members can join the crew of another ship. The teacher can change the lexical area for the next round. In the last round there will be two big groups battling to be the winner.
Submitted by: Agung Listyawan
Level: Easy to Medium (Low to low intermediate) Each student is then give one sheet of paper. One student sits at the front of a room. He/she describes a person and the rest of the class draws the person being described. It is more interesting if the person being described is known by everyone. Once the student has finished describing that person then he/she reveals who it is and each student shows his/her drawing. The laughter from this is hilarious as the impressions tend to make the character in question look funny. It is a good idea to encourage students to ask the interviewee student questions about who they are describing.
Submitted by: Darrell
Sentence Race
Level: Any Level A good game for large classes and for reviewing vocabulary lessons. 1. Prepare a list of review vocabulary words. 2. Write each word on two small pieces of paper. That means writing the word twice, once on each paper. 3. Organize the pieces like bundles, 2 bundles, 2 sets of identical words. 4. Divide the class into 2 teams. get them to make creative team names. 5. Distribute each list of words to both teams. every student on each team should have a paper. Both teams have the same words. 6. When you call a word, 2 students should stand up, one from each team. The students must then run to the blackboard and race to write a sentence using their word. The winner is the one with a correct and clearly written sentence. This is always a hit with kids. For more advanced students, use tougher words.
Submitted by: Thomas D. J-B
Level: Any Level Draw a target (with points - like a dart board) on the white board or use a cardboard box in the middle of the room. Then, students make paper airplanes and launch them after they answer your question in the form of a sentence. I don't except my beginners/low intermediate students to form complete sentence so I help them to form correct sentences. To my surprise they will repeat the sentence several times (while I'm helping them) just so they can throw their airplane. For beginner and low intermediate classes, I recommend formulating questions that lead to 1 or 2 types of answers. This allows for better memorization. For example, use CAN/WILL questions and write the beginning part of the answer on the board "I can/will...". I recommend giving a prize to make the target points mean something, thus peaking their interest.
Submitted by: Ell Saunders
Level: Any Level Write out series of categories like professions (doctor, bus driver, etc.), animals, foods, actions (fishing, haircut, etc.) then divide the class into groups of 2. One student draws and the other guesses. Next turn, the guesser draws and drawer guesses. This game works best with the arbitrary stop watch (30 seconds). This is designed for one lesson. Then for another day take the same categories (or create new ones) and play the same game except students, this time, act it out (no speaking or noises).
Submitted by: Ell Saunders
Spelling Contest
Level: Any Level First, if you have a large class you have to divide it in 2 teams. then the teacher says a word or a sentence depending on the level for the students to spell. Students should spell these correctly with not even one mistake. The team that has more points is the winner
Submitted by: Revolle Soyer
Level: Medium to Difficult You, the teacher, may need a dictionary do this activity.
Choose a word which is long, difficult, and unknown to the students, a good word to begin with is: warmonger. Without using a dictionary, your students write down a definition. (They can work out the definition in groups of three). Allow them a few minutes to think and write. Collect the definitions and read them aloud. When you have finished reading, they will have to vote which of those is the correct one. (It doesn't matter if none of them is the correct one) After they have voted and none of the groups guessed the meaning you read the correct one aloud.
The idea of this game is to let students be creative and practice writing skills.
What Is a Game? "A game is an activity with rules, a goal and an element of fun. There are two kinds of games: Competitive games, in which players or teams race to be the first to reach the goal, and co-operative games, in which players or teams work together towards a common goal. The emphasis in the games is on successful communication rather than on correctness of language." (Toth, 1995) Why Use Games in Class Time?
Games are fun and children like to play them. Through games children experiment, discover, and interact with their environment. (Lewis, 1999) Games add variation to a lesson and increase motivation by providing a plausible incentive to use the target language. For many children between four and twelve years old, especially the youngest, language learning will not be the key motivational factor. Games can provide this stimulus. (Lewis, 1999) The game context makes the foreign language immediately useful to the children. It brings the target language to life. (Lewis, 1999) The game makes the reasons for speaking plausible even to reluctant children. (Lewis, 1999) Through playing games, students can learn English the way children learn their mother tongue without being aware they are studying; thus without stress, they can learn a lot. Even shy students can participate positively.
A game should involve "friendly" competition. A game should keep all of the students involved and interested. A game should encourage students to focus on the use of language rather than on the language itself. A game should give students a chance to learn, practice, or review specific language material.
Think ahead. If you mix up the rules or get confused, the children will rebel. The class can fail over blame. Rehearse games yourself or with friends before class. (Lewis, 1999) Distinguish noise from chaos. To prevent noise, make students sit near the teacher and explain clearly what they are going to do.
Preparing the materials in sufficient quantities. Explaining clearly what is to be done. "Checking" answers at the end of an activity. Making sure everyone participates. Controling the time of each game.
Some Practical Activities 1. Vocabulary game: Broken sentences (Lewis & Bedson, 1999) In this activity, students have to put together sentences which have been broken up into two halves. Method: 1. Copy and cut up some sentences as below, so there is one sentence for each pair of students in the class. (If there is an odd number, the teacher can take part.) 2. Students walk around the room trying to find their "pair." Once they have, they sit down. 3. Check by getting each pair to read out their sentence.
o o o
I am going to the zoo..... .....to see the wild animals. Let's go to the travel agent..... .....to book our summer holiday. I need some soap..... .....to wash my hands.
o o o
You'll need a saucepan..... .....to boil those potatoes. You'd better take a torch..... .....to see in the dark. I need a ruler..... ......to draw straight lines.
Variation: In this activity, we can also break up the sentences into three parts.
o o o o
I won't get..... .....married until I'm..... .....at least 25. I'd change my..... .....name if I weren't..... .....happy with it. I won't be able to..... .....arrive before..... .....Friday, I'm afraid. I'd get a..... .....dog, only my son..... .....is afraid of them.
2. The homophone game (intermediate/advanced) (Lewis & Bedson, 1999) This activity is for pairs or groups. Before starting, explain what homophones are, namely words that sound the same but have different meanings and spellings, e.g.,I, eye. 1. Before starting, tell each pair/group to write the numbers 1-20 in a column on a separate piece of paper. 2. Read out the words one at a time. After you have read out each word, allow the pairs/groups 20-30 seconds to try to write down two possible words. 3. Continue in this manner until all 20 words have been read out. 4. Check orally. If you wish, get one person from each pair/group to write their answer on the board. Try to get them to explain the different meanings. 3. Drawing a picture: (no reference) 1. Divide the students into pairs or groups. 2. One or two students come to the blackboard and get ready to draw the picture 3. Give one picture to each group to see except the student who is ready to draw. 4. Other students describe the objects in the picture, and the student who didn't see the picture draws it according his classmates' description. 5. The group who finish drawing in the shortest time, and whose picture is most similar to the original is the winner. Five-minute Activities (Ur & Wright, 1996) When teachers prepare their lesson, like teaching a new grammar point or reading of a text, they will need some extra ingredients to make it into a smooth, integrated unit.
The need for short activities: 1. A quick warm-up for the beginning to get your students into the right mood for learning. 2. An idea for a brief vocabulary review before starting a new text. 3. A light filler to provide relief after a period of intense effort and concentration. 4. A brief orientation activity to prepare a change of mood or topic. References Hadfield, J (1996). Elementary communication games. Longman: Addison Wesley Longman Ltd. Lee, J. M. (1996). English games. Seoul: The People Publisher. Lee, S. C. (1980). 101 games & activities for primary English. Seoul: Moonjin Media. Lee, W. R. (1979). Language teaching games and contests. Oxford: Oxford University Press. Lewis, G., & Bedson, G. (1999). Games for children. Oxford: Oxford University Press. Rinvolucri, M. (1984). Grammar games. Cambridge: Cambridge University Press. Toth, M. (1995). Children's games. Oxford: Heinemann Publishers. Tyson, R. E. (2000). "Serious" fun: Using games, jokes, and stories in the language classroom. Class handout. Ur, P., & Wright, A. (1992). Five-minute activities. Cambridge: Cambridge University Press.
"Serious" Fun: Using Games, Jokes, and Stories in the Language Classroom Rodney E. Tyson
Daejin University, Summer Workshop for Elementary School Teachers, August 1998.
be fun. involve "friendly" competition. keep all of the students involved and interested. require students to use language that is challenging, but not too difficult. give students a chance to learn, practice, or review specific language material. encourage students to focus on the use of language rather than the language itself. be used just to fill time. (Every activity should have a "learning" purpose.) continue for too long. (End the game while it is still fun.) be degrading or discouraging for the "losers." be too easy or too difficult for the students' age and proficiency level. allow only a few students to participate for a long time while the others just watch.
be "graded" in any way. (Language errors are usually not corrected, because the emphasis should be on language use.)
Blackboard Relay How to Prepare: Make a list of 10-20 "cues." Each cue should include a sentence subject and a verb phrase (e.g., "she/eat in the cafeteria" or "they/take the bus to school"). Students should only hear the cues, not see them. Also, prepare 2 or 3 "model sentences" that contain grammar points recently taught in class. For example, to practice/review irregular past tense verbs and past participles, you might use the following sentences as models: (1) She eats in the cafeteria every day. (2) She ate in the cafeteria yesterday. (3) She has eaten in the cafeteria before. Write the model sentences at the top of the blackboard before the game begins so that the students can imitate them. How to Play: Divide the class into 2 or more teams (depending on how much blackboard space you have). One member from each team, goes to the blackboard. When the teacher reads a cue, the students start writing three new sentences imitating the models and containing the correct grammatical forms of the words in the cue. Other students may give advice and suggest corrections to their teammates, but only the designated students may write on the board. The student that finishes writing three perfect sentences first gets one point for his or her team. Students take turns writing on the board.
Pass It On
How to Prepare: Choose or write 3 or more paragraphs of about 6-8 short sentences based on language your students have studied recently. Type each paragraph on two separate pieces of paper. On one paper, type the complete sentences, numbered in order. On the other paper, type the same sentences numbered in the same order, but with one or more blanks in each sentence. You will need one copy of each paper for each "team." How to Play: Divide the class into teams of about 5 or 6 students each. Have each team sit in straight rows, one student behind another. Give the paper with the complete sentences to the first student on each team. Give the paper with the sentences that contain blanks to the last student on each team. When the teacher says "Go," the first student on each team reads one sentence at a time to the second student, who remembers the sentence and tells it to the third student, who tells the fourth student, etc. The last student listens to the sentence and fills in the blanks with the correct words. The team that finishes first gets 3 points, the second team 2 points, the third team 1 point, and other teams 0 points. Note: There must be an equal number of students in each row. If the class does not divide evenly, have the last two students on the larger teams sit side by side at the end of the row and give each of them a paper so that both can listen and write. For example, if there are 26 students in the class, you might have four teams of 5 and one team of 6. Have the last two students on the team of 6 sit side by side and give each of them a paper that contains sentences with blanks.
Jeopardy How to Prepare: Choose 5 or 6 appropriate categories (e.g., spelling, colors, opposites, locations, etc.). Prepare 5 questions for each category and write each question on the "back" of a small piece of paper. On the "front" of each paper in each category, write the numbers 100, 200, 300, 400, or 500. (100 "points" or "dollars" should be the easiest question in the category; 500 should be the most difficult question.). Tape the papers on the blackboard with each category in a separate column from 100 at the top to 500 at the bottom, and write the name of the categories above the columns. How to Play: Divide the class into 4-6 teams. One team chooses a card (e.g., "Spelling for 300 dollars"). The teacher reads the question. If a team answers correctly, they get the number of dollars on the card. If they answer incorrectly, they lose that many dollars. The team with the most money at the end of the game is the winner. Note: This game is based on a popular American TV quiz show that you can see on AFKN-TV (Channel 34) at 5:00 pm, Monday-Friday.
English Jokes and Stories as Listening Practice Jokes, riddles, and interesting stories can be excellent listening practice. They are particulary useful as "warmup" activities at the beginning of a class. They are also a great way to introduce or review new vocabulary and idiomatic expressions. Understanding an English joke or story, no matter how simple it is, can increase students' confidence in their listening ability. Your telling a joke or story completely in English also serves as a good example for your students to follow. Here are some suggestions for telling English jokes and stories to Korean students:
Choose jokes or stories that are appropriate for the age and level of your students. (There are many very simple jokes appropriate for children, and even some rather complicated ones can be simplified. Students are also always interested in real stories about their teacher.) Try to use mostly vocabulary and sentence structures that your students know. Explain new vocabulary as you speak, writing on the board if necessary. (But don't write everything!) Repeat important parts several times and check the students' comprehension often to be sure they understand. Don't say the "punchline" of a joke until you are sure they understand the rest.
Speak only in English. Remember, the point is to practice listening, not just to tell an interesting joke or story.
Here are two jokes that I've told to students of all levels: A woman went to a doctor and said, "Doctor, I'm very sick! Please help me! When I got up this morning, I touched my head with my finger and 'Ouch!' Then I touched my shoulder and 'Ouch!' Please help me!" The doctor examined the woman and left the room for a few minutes. When he returned, the woman said, "Doctor, please tell me what's wrong with me. Am I going to die?" The doctor said, "No, don't worry. It's nothing serious. You just have a broken finger." A company advertised for a new secretary. One of the applicants was a dog. Of course, the manager of the company was very surprised, but he decided to give the dog a chance anyway. He said, "If you want the job, you must be able to do three things. First, you have to be able to type." The dog walked to the typewriter and started typing in perfect English. The boss was surprised. He said, "Second, you have to be able to take dictation." The dog picked up a notebook and pencil and starting writing down all of the words the boss was saying with no problem. The boss was amazed. He said, "Finally, if you want to work here, you have to be able to do one more thing. You have to speak a foreign language. The dog smiled and said, "Meow."
Here are some common riddles that American children enjoy: Q: What kind of dog has no tail? A: A hot dog. Q: What is black and white and red [read] all over. A: A newspaper. Q: What has four wheels and flies? A: A garbage truck.
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