Monday 6 April 2009

Bulls-eye

There are many variations of this game, but it basically involves throwing something at the board to get points.  The simplest is just to put concentric circles with different number values in them.  Then show a flash card and the fastest team to say gets to throw a ball at the target to get points.  If you have a sticky ball or darts it is useful for scoring.  Another option is to put word endings (eg: -ig, -ug, -ag) in circles and when you say "bag" or "bug" etc, they have to chose the right circle.

Paper planes

Get a selection of boxes and stick flashcards and point values to the front of them.  The kids make and decorate a paper plane.  When you say the card, they have to try to get their plane into it.

Count Down

Put the kids in two teams.  For each team draw a 50 at the top of the board.  They roll the dice and whatever they get, they can take that number away.  The first team to get to zero wins.  Variations are:
  • just have them speak out loud for number practice
  • show a flash card and the first kid to say the card can throw the dice
  • ask them a question before they throw and a right answer can double the dice value, or a wrong answer can be miss a turn or normal value

Chose your corner

Take 4 or 5 cards and put them in the corners of the room. Play music and get the kids to dance for a bit. When the music stops they choose a corner. Have the same pictures on smaller cards, draw one at random and say it out loud.  The kids in that corner are eliminated. As the number of kids decreases remove a picture and so on until 1 lucky kid is the winner.

Daruma san

Say a command (eg: touch red), lean up against the wall covering your eyes, count out loud to three and then try to catch as many students as possible who haven't done the instruction. The last student not out wins.

Rain, Sun and Snow

Draw a big circle on the board and divide it into twelve segments like a pizza. Draw a rain cloud in eight segments. Draw two snowmen in two different segments and then finally draw two suns in the last two segments.   Make two teams and put a magnet for each team in different segments of the circle and give each team ten lives.

Ask Team 1 a question, if they get it correct then they can throw the dice. Move their magnet clockwise around the pizza. If they land on a rain cloud they can erase one life from the opposite team. If they land on a snowman they themselves lose a life and if they land on a sun they gain a life. Continue until one team loses all ten lives and loses. 

Blindman

This is like reverse charades.  The player puts a card on their forehead without looking at what it is.  The other players act out (or give hints for older kids) about what the card is.  The player has to guess in English.  Use a timer to put some pressure on and if they guess within the time they get to keep the card and another player comes.

Sunday 5 April 2009

Spin, spin, spin

Put flashcards in a circle so their edges are touching.  On a coin, use tape to make an arrow.  The first player (or team representative) stands in the center* and spins the coin.  When the coin falls, wherever the arrow is pointing the player must say that card (or make a sentence).  If they are right, the can put their counter on card.  Then the next player tries.  The team or player with the most counters on cards at the end wins.  You can also give them counters to get rid of and the first team to put them all on cards wins.  This version is harder to control time wise, but is more exciting.  You can also have other players' counters removed if the same card comes up.

*it still works on a table if it is a small group.

Snakes and Ladders

Use a normal snakes and ladders board.  The kids take turn to roll the dice and take a card.  You can vary the rules depending on how fast you want them to proceed.  For example
  • if they can say/spell/make a sentence from the card they can move double the numbers on the dice
  • if they can't say/spell/make a sentence from the card they can't move
  • if they can't say/spell/make a sentence from the card they move backwards the number on the dice
  • use a dice that doesn't just have numbers, but also "I", "you", "he", "she", "we", "they" and they make a sentence
  • put numbers and forfeits on some cards and use instead of a dice

Wednesday 1 April 2009

All gone!

Put some cards on the table. Assign letters of the alphabet to each student (eg give them each a flashcard, so the dog flashcard has the letter D O G). 

One student asks for a card from the table. The student who finds the card gives it to them.  Then the next student asks for a card (either the finder or in order).  The student can only ask for a card which contains at least one of their letters. So the student looking for D O G can ask for 'goldfish' or 'tiger' but not 'cat' or 'elephant'. The group should try to take all the cards without making any mistakes and without making a student to miss a turn.

Two of a kind

You need a set of flash cards made up of pairs of each item.  Put one of each item on the table and have the students close their eyes.  Then add one of the pair cards to the table.  The students open their eyes and race to find which card there is two of.  If they say it out loud (not touch), they get to put down the next card.  Try making noise in a place you don't put it to confuse them.