Fun & Games in the Classroom Booklet 2011
Short Description
How to trick your students into learning English. A collection of ideas for language learning games for the EFL classroo...
Description
Fun & Games in the Classroom
-1-
© S Kennedy 2010
Fun & Games in the Classroom
-2-
© S Kennedy 2010
Fun & Games in the Classroom Vocabulary
4
Guessing Games
4
Memory Games
4
Circle Games
4
Other Vocab games
5
Survival Kit – things every Games Mistress should have in her kitbag! kitbag!
This book Dice and counters Magnetic buttons (various
Pronunciation
7
Fluency
8
colours to place and move on the whiteboard for keeping score)
General
8
Cards from proprietary
Question Forms
9
Grammar
10
Spelling
11
Photocopiables
12
Call My Bluff words
12
Pictionary words
13
Taboo and Talkabout cards
14
Family Fortunes lists
16
Blockbusters board
19
Pronunciation Bingo words/cards
20
World Famous people list
21
Optical Illusions
22
= Needs no preparation
Fun & Games in the Classroom
games: Scrabble; Taboo; Family Fortunes; Tell Me; Pass The Bomb Junior; Scavenger Hunt…
Post-it notes A bell or buzzer A timer Stopwatch Play money Tags or sticky labels Dictionaries Bomb 4 Tally Counter Sticky ball
= Photocopiables at the back of this book
-3-
© S Kennedy 2010
Fun & Games in the Classroom Vocabulary Guessing Games:
Charades.
Well-known parlour game where one person silently acts out his/her word for the rest of the team to guess within two minutes.
What’s My Line?
Similar to Charades. One person mimes an aspect of a particular job. The team ask closed questions to guess the profession, gaining a point for every ‘yes’.
Pictionary.
As charades, but instead of acting the word, the S draws it on the board. No letters or figures are allowed. Speaking and miming are also off-limits. Je Pense a Quelque Chose/I Spy. The student thinks of something and the others have to guess what it is. With I-Spy, the chosen object must be visible and the first letter is given in the phrase: “I spy with my little eye something beginning with …”
Complete Cloze.
A sentence is represented by lines on the board, like hangman but with one line of appropriate length per word. The Ss have to guess the words in the sentence. An object or a picture can be shown to stimulate the production of relevant language. The optical illusions on the back cover can be used for this.
Memory Games: Shopping List. The first S says “I went to Asda and I bought…” and chooses an item to start the mental list eg: some butter. The next S says: “I went to Asda and I bought some butter and …” and adds another item to the list eg: “a bottle of shampoo”. The next one says “I went to Asda and I bought some butter, a bottle of shampoo and …” etc. T should write the list and check. Ss are eliminated for mistakes or (excessive) hesitation. You can make it easier to remember by ruling that goods are added to the list in alphabetical order. Kim’s Game. Ss have one minute to remember items of realia, then list them. Grab Realia. Realia items are placed within equal reach of all Ss. T says a word and the Ss try to snatch the relevant piece. Wearing gloves can make it harder, more fun and safer!
Circle Games: Wipeout. Give Ss a category. They have to take turns naming an item in that category until someone hesitates or makes a mistake and is out. Tell Me cards will give you some categories if you’re stuck. Tennis Elbow Foot. One S says a word, the next S says one which has a logical link, the next S links to that word and the game continues until someone hesitates or is successfully challenged. You can put a sting in the tale and throw the game into reverse as a surprise!! Another variation is Disassociation where there must be no link between words whatsoever. Ss challenge each other if they can point out any connection. Fun & Games in the Classroom
-4-
© S Kennedy 2010
Clean Alphabet. Ss take turns to say words beginning with the next letter of the alphabet. T can make it easier by eliminating tough letters or harder by choice of category. You can use the Scrabble cards to randomly generate the letters. Don’t Spell a Word/Ghost/Monkey/Donkey/Wraiths/Chain Letters. First S thinks of a word and says the first letter which the T writes on the board. The next S thinks of a word beginning with this letter and says the second letter which the T writes after the first. The third S thinks of a word beginning with these two letters and says the third letter. The S take turns giving the T letters which must continue an existing word without completing it. Any S who completes a word loses one of his/her three lives. If anyone is out very early in the game, you can offer the chance to regain one life with a successful challenge. Challenges are accusations of having completed a word, or of making up a word that does not exist. In order to survive the “No such word” challenge the Ss must be able to name the word he is spelling and the T agree that it is a real word. The T’s decision is final. T should be ready to pounce when Ss start a word with “a” or “i” as these are words. Ss often don’t notice the two-letter words either and will gaily choose “e” after a “b” making “be” without realising it. Word Chains. Ss take turns to say words beginning with the last letter of the previous word. Eg: pig goat tiger rat … For more advanced Ss, Compound Word Chains. Eg: mousetrap; trapdoor; doorman; man-made; made-up; upstage; stagecoach; coach station…
Fizz Buzz.
Ss stand in a circle. One S says “one”, the next one says “two” etc. They continue counting off quickly until somebody hesitates or makes a mistake. This S then sits down and the game continues. This may well prove so easy that you may have to stop the round yourself, which is fine. Now restart the game with the instruction that any word which is divisible by 5 must be replaced with “fizz”. When this becomes easy, add in the next obstacle: any number which contains a seven must be replaced with the word “buzz”. The sequence is now: one, two, three, four, fizz, six, buzz, eight, nine, fizz, eleven, twelve, thirteen, fourteen, fizz, sixteen, buzz… Ensure the Ss keep up the pace. Exchange fizz for adjectives and buzz for verbs. Exchange fizz for items of clothing and buzz for fruit, etc.
Other Vocab Games: Stop!/Pants Game/Baccalaureate. Draw a grid on the board: Places Animals Names Things B
Bournemouth
bear
Ben
Score
ball
Ask Ss to copy it. Tell Ss you are going to give them a letter. They must write the letter in the first column and then think of a word for each category that starts with the chosen letter. The first S to complete the line must call out: “Stop!” and everyone must stop writing. Ask this student which word they wrote for Places and write it on the board. Ask if any other S chose the same word; if someone has duplicated the answer, each S receives 1 point, if nobody else has chosen it, the S gets 2 points. If the S is the only one with a word in a particular category he gets 3 points. Ask the other Ss which words they wrote Fun & Games in the Classroom
-5-
© S Kennedy 2010
and award 1, 2 or 3 points accordingly. When you have checked with the whole class, go back to the original S and repeat the process for Animals, Names and Things. The Ss write in their score and the T starts the next round with a new letter. Other categories which can be fun include: things you find in your bathroom; things that smell nice; things you hold in your hand to use; adjectives to describe you! Tell me cards can help with category ideas. Odd One Out. Split the class into two teams. T reads out a list of four items and the Ss spot the odd one out (for 1 point) and why (for 1 more point). Inevitable humour comes from desperate Ss jumping in after just the first word has been read out. Ss who correctly spot the oddity have the opportunity to explain why or force their opponents to do so (choose ‘play’ or ‘pass’). A wrong reason loses a point but Ss risk the other team gaining a point if they are correct. Blankety Blank. Two games here. 1. One S is told a short situation where one word in the final sentence is blank. The rest of the class write the word they think it is on a sheet of paper. The single student answers and gains one point for every student that matches. 2. Supermatch Game: Three two-word expressions which share a common word are written on the board with the common word blank. All the Ss write their guess in big writing. When everyone is finished, they all hold up their papers and score a point for every student who matched with them. Useful exercise for collocations. Every Second Counts. Ss are given words which fit one of three categories, such as: "All these words can be preceded by the words fruit, market or blue". Ss then take turns to respond to the cue word. Eg: Bird=blue; bat=fruit; basket=fruit; place=market… One point for each correct answer. Useful for collocations, parsing, vocabulary building, spelling and pronunciation.
Blockbusters.
Most useful at planning stage as Ss must compile the questions in groups three or less. Give Ss an example question eg: Q: What B is an instrumental group? A: Band. Tell them the questions should be easy or they will need an everlasting supply of questions. Draw or project the grid on the board. When the questions are prepared the groups take turns to run the show. One student asks the questions, another marks the board using two different coloured board markers, and another judges who buzzed first. Two teams play, with one side working across and the other going vertically. If teams are not matched in size, have the smaller team play vertically. The first side to complete wins the point.
Call My Bluff.
Divide the class into groups of around three Ss. Give each group a dictionary and a (different) list of uncommon words (there is a list at the back of this book). They use the dictionaries to find the definitions and then to rewrite in their own words. Then they invent two other plausible false definitions for each of their words. Allow plenty of time for this stage and monitor closely, offering advice and assistance. Students can be devious by using definitions from closely related or similar sounding words, eg: pogonophobia could be described as 1. A fear of pigs; 2. A fear of beards; 3.A fear of circles. The final stage is to play the game. One team must read the three definitions of the chosen word to the other team who must guess which is correct. The point goes to the team that guesses correctly or successfully bluffs. (BTW, the answer is 2)
Fun & Games in the Classroom
-6-
© S Kennedy 2010
orand Family Fortunes.
Divide the class into two families and have them elect a captain. Choose a category for the first family and explain to the second that they must listen carefully to the first family’s answers as they will get a chance to steal all their points if the first team give three wrong answers. Write the numbers 1 to 7 vertically on the board. Tell the first family that, without conferring, they must take it in turns to suggest an item that they think will appear on your list of seven items for the selected category. Every time a listed item is given, write it on the board next to the appropriate number and give the team a point. If they give the top answer, give them 2 points. If they give an answer which is not on the list (hit your noise-maker if you have one) mark a big X on the board. If they get another wrong answer, repeat and remind the other family to get ready to ‘steal’. After a third wrong answer offer the second family one chance to get a correct answer and steal all the points from this round – make sure they confer but only take the answer given by the captain. If their answer is not on your list the first family keep all their hard-won points. Go through any remaining answers. Remind the team in play that they cannot confer.
Pelmanism (Pairs).
Many course books provide cut up activities involving a picture card and the word on another card, which the students have to match up. It takes a couple of minutes and the activity is over. Why not maximise your cutting out efforts by playing pelmanism? Lay all the cards face down and Ss take it in turns to turn over 2 cards. If they match they keep the ‘trick’ and select another two cards, if not, they flip them back over and the next S takes their turn. The player with the most tricks wins and the vocab sticks!
Pronunciation Chinese Whispers. A sentence or word is whispered to a S who then whispers it to the next, and so on until the word reaches the student waiting by the board who must then write what s/he hears. Running Dictation. A text is displayed well away from the secretary of each pair or group and the other Ss go back and forth, reading and dictating until the task is complete.
Minimal pairs: Telephone Numbers.
Write the numbers from 0-9 on the board and associate each number with a word from a list of 5 sets of minimal pairs, for example: 1- pear 2- bear 3- road 4- load 5- ship 6- sheep… Using this as a code, read out a list of words and ask Ss to decode the list into a number, maybe a phone code (eg 0044 for UK), and write it down. Ss check the number against their partner’s list. Go round focussing their attention on the sounds they are having difficulty hearing and help with pronunciation. Now get them to think of a number and code it to their partner. Choose your minimal pairs carefully to highlight the sounds which particular L1 speakers find problematic, eg /p/ and /b/ for Arabic speakers. Minimal pairs: Noughts and Crosses. Draw a # on the board for students to copy. From a list of minimal pairs, ask them to (roughly and quickly) draw, say, a bear in the top left corner, a pear in the centre square, etc, until the grid is full. Make your own copy while they are doing this or prepare yours before the lesson. Then choose a pair of Ss to play by calling out their square to the T using the minimal pair words. Fill in the nought or cross in the square corresponding to the word you first hear. Ignore any pleading to allow them to correct themselves!
Fun & Games in the Classroom
-7-
© S Kennedy 2010
Fluency Detectives. Two Ss are sent out of the class to concoct an alibi for a crime, which the teacher has described to the whole class. They should account for their whereabouts for a set time period of about 2 hours. Whilst outside, the other Ss, the detectives, plan their questions in two groups. Both suspects are interviewed separately by each groups and any discrepancies in their story render them guilty. If their alibi is watertight they go free. What’s wrong? A willing extrovert volunteer is asked to leave the room and change something about himself and his clothing. For example, swap his left and right shoes, put his jumper on inside out etc. Ss have to identify what is wrong. Alternatively, change things in the class for him to spot. Useful for recycling upside down, back to front, etc. Liar/Tell the Truth. 3 Ss go out and tell each other about something they have done in their life. They agree on one S’s anecdote. All 3 come back and tell the anecdote as their own. Rest of Ss have to accuse the two liars after thorough questioning.
I’m the answer.
Ss have a card each with a noun on it. T says random adjectives. Ss who think their noun can be described this way stand up. They may have to invent some clever ways to convince the T to accept their answer. Use cards from Scavenger Hunt.
Balloon Debate.
Ss are given identities of famous people and told that they are all in the basket of a balloon which is going to crash because it’s overloaded. The Ss must give reasons why they should not be jettisoned for the good of the rest of the class. List of World famous people at the back of this book.
Hot Seat/Back to the Board. A S sits in the T’s chair (the hot seat) facing the class. T writes a word on the board. Classmates call out clues to help him guess the word. Divide the class into two teams to make it more competitive. Excellent for vocab recycling.
Taboo.
Divide class into two teams and seat them along opposite walls, facing each other, with an empty seat in the centre of the team. A student takes a card (see back of this booklet) and goes to sit with the opposition in the vacant seat. The opposition can then see the card and make sure the headword, any of its derivatives or any of the taboo words listed on the card are not mentioned as the S uses verbal clues to his team-mates across the room. Give them a noise-maker to use if there is a foul.
Talkabout.
Just a Minute reduced to 20 seconds plus Taboo in reverse. Ss have to say as much as possible on a given subject in 20 seconds. T has a secret list of five or six Hot Words ( use Taboo cards). Ss score a point for each one they happen to mention.
Just a Minute.
Brainstorm some topics they know a lot about, eg: themselves; their family; home town; their country; job; hobbies. Add some other topics on the board, eg: Bournemouth; learning a language; things to do before you die; when I am a millionaire… etc. Explain that the Ss will talk for one minute on the chosen topic and that they should avoid Repetition, Deviation or Hesitation. Use a stopwatch with a Pause/Resume facility and encourage the other students to gain points by challenging for one of the three reasons given. The original radio game then hands the subject over to the successful challenger for the remaining time, with 2 extra points being awarded to the person speaking when the whistle blows but this may discourage
Fun & Games in the Classroom
-8-
© S Kennedy 2010
Ss from challenging so you can let the original speaker resume after awarding a point to the challenger. The radio show was invented by Ian Messiter and has been running on Radio 4 since 22nd December 1967.
4 Sausage.
Divide the class into two teams. One S chooses a topic which they know a lot about (maybe sailing, for example). Then, T writes down an unrelated secret word (eg: “sausage”) on a slip of paper and gives it to the S. The S has to speak for 30 seconds on their subject and gets a point for every time sausage is heard in their speech, but lose all those points if the opposing team correctly identifies the sausage word at the end; having conferred the opposing team is allowed only one guess chosen by the team’s captain.
Speed-dating.
Arrange chairs into two concentric circles, facing each other. Ss interview the S opposite until T rings a bell. Then everyone in the inner circle moves round one seat and begins again with a new S. Give Ss a different open question each on a slip of paper or give them a topic and they have to keep the conversation going.
A Word in your Ear. A series of communication games created by host Gordon Burns of Krypton Factor fame. 1. Ss sit in pairs facing each other so that one of each pair can see the 3 good ’uns television. S/he has to provide a running commentary which the partner has to memorise and answer questions upon. 2. One S sees a simple line drawing or an object made up from Legostyle building-bricks or Cusinere rods and describes how the parts of the picture or object relate to one another. The other S tries to replicate it. 3. Ss convey emotions/adjectives etc by gesture and charade. Give the S a list of adverbs and an arbitrary line of dialogue to deliver to his teammates in the appropriate manner to enable his team to guess the adverbs. Example: “Is this a dagger I see before me?” loudly; sadly; crazily; slowly; romantically… The team scores a point for each adverb identified. 4 letter words. Give the Ss a topic and ask them to write a sentence or a story using words of 4 letters or fewer. Harder than it sounds. Try it yourself!
? ? ? ? ?
Yes/No Interlude.
The object is to make the victim say Yes or No. T should demonstrate and then the Ss should be given some time to think about their questions. Good questions for getting someone out are: Are you ready? Are you married? You just said Yes then, didn’t you? More fun if you have a bell or buzzer for when they are out.
Rizla Game.
Mix and Mingle game. Write famous names onto Post-it Notes and stick them to the foreheads or, more conservatively, on the backs of all the Ss. Students mix and mingle, asking each other closed questions to find out who they are. As a variation, you could make the names with romantic partners and the Ss have to find their perfect match. Examples: Anthony & Cleopatra, Romeo & Juliet, Posh & Becks, Mickey & Minnie, etc. 20 Questions /Animal Vegetable Mineral. A chosen student, seated at the T’s desk, uses closed questions to guess the secret word written on the board behind him. For AVM, the word must be a noun and the student is told whether it is animal, vegetable or mineral
Fun & Games in the Classroom
-9-
© S Kennedy 2010
before asking the first of his/her 20 questions to the class as a whole. Although low in STT and intimidating for some Ss, it’s useful if you have a few spare minutes at lesson’s end. Coffee Pot. Give a S a secret noun on a slip of paper. The S must not say this word but must substitute it with the phrase “coffee pot”. Using the substitution phrase “coffee pot”, the rest of his team ask questions to discover what the secret noun is; eg: Is your coffee pot used in the bathroom? Do you brush your teeth with your coffee pot?
Grammar Grammar Auction.
In pairs, give S a list of sentences: some perfectly correct and some with errors. Distribute the same amount of play money to each pair. They have to decide how much money they are willing to spend buying each sentence, bearing in mind they don’t want to buy a dud. Don’t spend too much time on this stage as they will reevaluate as the auction progresses as they won’t win every lot they bid on. Take your part as auctioneer and offer each lot for auction, starting at a low price (but keeping it to round figures to keep the maths simple) and encourage the students to bid. After each lot is sold, take the money and then tell them if their sentence is good or not. If it’s not, they can write it on the board and re-auction it themselves at the end of the sale, but it remains worthless if they keep it themselves or fail to sell it on, even if they fix it correctly. They can opt to bluff and try to sell on an imperfect sentence to the opposition, or this might happen naturally if they aren’t too hot on their error correction. At the end of the auction, the students with the most correct purchases are the winners and a count-up of any remaining money will settle a tie. A makeshift gavel adds to the auction room feel.
Sticky Balls. Draw a target on the whiteboard. Divide the target into points with the highest in the bullseye. Have the students throw the ball at the target to choose select the number of points they score if they answer the grammar question correctly. Great fun!
Football. This game can be used to practice any language point you want. You devise the questions, and use the game to keep the score! Draw this grid on almost the whole board. Divide the class into two teams. Use a white magnet button as the ball and place it in the centre circle. Toss a coin to start the match. Ask the Ss their question and advance the ball towards their goal. Each correct answer allows the ball into the next area (ie to cross one line). Once the ball has reached a goal box, the team have a shot at goal, scoring by answering a tough question correctly. If they score, return the ball to the centre circle with the other team to answer the next question. If they miss, move the ball backwards into the large part of the field. You can use yellow and red magnets as yellow cards and red cards if you want to add an element of jeopardy to the game. If they get a question wrong (not a goal question) they get a yellow card – place the yellow magnet on the board on their side. If they get another one wrong it’s the red card and they miss their next question.
Fun & Games in the Classroom
- 10 -
© S Kennedy 2010
Spelling Spelling Bee. Ss take turns to spell a word given by T. Last S standing wins. Catchword. Based on BBC game hosted by Paul Coia. Give Ss three random letters. They think of the longest word they can, which starts with the first letter and includes the other two in the correct order. Teams declare the number of letters in their longest word, teacher writes the longest word on the board. The other team try to think of a longer word. Team with the longest word at the end of the time limit (suggest one minute per team) wins a point for every letter in their word. Eg: MSG Possibilities include MESSAGE, MESSENGER, MISOGYNISTIC, MISUNDERSTANDING, MONOSODIUMGLUTOMATE. 19 letters = 19 points to the winning team. Can be useful for stimulating recall for affixation.
Countdown.
Give Ss 9 letters. They have to think of the longest word within the time limit (one minute is good). At the end of the thinking time they must declare the number of letters in their longest word. Write the declaration next to Ss name then ask the S with the longest word to say it. Check that the number of letters matches the declaration, that spelling is correct and that all of the letters are in the selection and that none have been used twice. Award that S one point for each letter in the word, with the exception of a nine-letter word which earns double points. If the longest word declared is disqualified, go to the next highest declaration. If more than one student has the highest number of letters they should all be awarded the points. Ss with shorter words should have them checked but no points should be awarded. Word Ladder. Give teams two words. Must change one letter at a time to make new words, changing one word into the other in as few steps as possible. Eg: TEAM to GAME: TEAM TEAL TELL Team with the fewest steps in their ladder wins. TALL TALE TAME Boggle-Slam cards can be played instead. GAME Chain Letters. The same as Word Ladder except Ss are only given one four-letter word and they have to make the longest chain they can. Ss may not change same letter on consecutive turns, eg: changing HALL to CALL can’t be followed by CALL to BALL. Lucky Ladders. Ss win points by working out words on the Lucky Ladder. The top word and bottom word are given but they have to work out the rest. There must be a connection between the words on the ladder, not necessarily common throughout the whole ladder just an association between connecting words, for example: POLISH - FRENCH - CHALK - CALCIUM - TEETH - SAW - LOOK - STARE Sort your Vowels out. Classes of 10 or 15. 5 in a group: each S has a vowel (Post-it note or S can hold up a piece of paper with the Vowel written on it). T says a word (with no duplicated vowels) and the Ss must arrange themselves in order. First team to complete it correctly wins.
Fun & Games in the Classroom
- 11 -
© S Kennedy 2010
Call My Bluff Words bedclothes
tuft
belligerent
twinkle
gazump
befuddled
gobbledegook
bounce
hullabaloo
gobsmacked
humdrum
grumpy
lullaby
hammer
mop
hurly-burly
quack
mope
roly-poly
quid
scapegoat
scruffy
scallywag
scrunch
scrape
skinflint
sizzle
skittles
slippery
slap
soppy
tremble
voluntary
trickster
wisecrack
troublemaker
trickle
trundle
trudge
wager
Fun & Games in the Classroom
- 12 -
© S Kennedy 2010
Pictionary Words weather
speaking
beach
cloudy
listening
fields
sunny
English
road
rainy
playing
park
windy
learning
television
foggy
car
radio
snowy
coach
video
test
bus
cinema
music
bicycle
shop
dance
London
market
time
policeman
map
midnight
secretary
bridge
lesson
teacher
tunnel
classroom
driving
table-tennis
computer
walking
football
desk
running
baseball
carpet
cycling
swimming
writing
forest
Splashdown
reading
garden
bowling
Fun & Games in the Classroom
- 13 -
© S Kennedy 2010
Taboo & Talkabout Cards castle
school
hospital
prison
shop
church
moat hill walls old fight king
class teach lesson student books learn
sick doctor nurse ambulance bed medicine
jail crime judge bars cage free
buy food drink gift clothes money
God religion Christian priest pray heaven
water
fruit
chicken
ice cream
pizza
chips
drink colour bottle sea glass swim
apple banana tree melon grapes eat
meat bird egg farm cook food
cold sweet dessert beach taste eat
cheese tomato round deliver domino’s eat
potato fry fish bag food British
toaster
kettle
microwave
oven
fridge
can opener
bread butter jam marmalade kitchen electric
water hot tea coffee kitchen electric
cook quick electricity door kitchen oven
hot gas electric kitchen cook bake
cold fresh electric kitchen food ice
tin beans soup kitchen food metal
mother
father
child
brother
sister
pet
family father female relation marry birth
family mother male relation marry man
family young son relation born daughter
family sister father relation parents male
family brother mother relation parents female
family animal dog cat love keep
music
computer
television
cinema
game
night club
sing pop sound dance jazz play
screen printer scanner program desk work
screen programme watch see hear move
screen movie film picture actor see
screen computer picture push move play
music drink dance expensive people fun
Fun & Games in the Classroom
- 14 -
© S Kennedy 2010
Fun & Games in the Classroom
- 15 -
© S Kennedy 2010
Question Words
2 Letter Words
Animals in a Zoo
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
what when where which why who how
on in is be no we up
lion monkey elephant tiger crocodile giraffe zebra
Things at the Beach
Car Parts
Fruits
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
shell lifeguard ice-cream sandcastle bucket & spade towel sand
wheels engine brakes seatbelt bonnet/hood boot/trunk windscreen
apple banana orange strawberry melon pineapple pear
Drinks
Weather
Computers
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
tea coffee cola/Coke fruit juice beer water milk/shake
Electrical appliances 1. 2. 3. 4. 5. 6. 7.
computer toaster radio/stereo television DVD player/VCR microwave oven washing machine
Fun & Games in the Classroom Fun & Games in the Classroom
rain windy cloudy snow sunny fog ice/freezing/frost
Individual Sports 1. 2. 3. 4. 5. 6. 7.
tennis golf swimming skiing running skating gymnastics - 16 - 16 -
monitor mouse keyboard internet printer hard drive laptop
Things you do with Mouth 1. 2. 3. 4. 5. 6. 7.
eat talk sing drink kiss whistle lick
Mat Hatchard & Sara Kennedy 2008 © S Kennedy 2010
Vegetables
Insects
Red Things
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
tomato potato carrot onion lettuce peas cucumber
fly bee/wasp butterfly/moth cockroach mosquito ant cricket
post-box blood roses fire engine strawberries tomatoes Ferrari
Transport
White things
Tools
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
car bus train plane ship/boat/ferry bicycle/bike helicopter
snow paper cloud wedding dress whiteboard milk teeth
saw hammer spanner screwdriver drill sander paint brush
Jobs Outside
Jobs with Food
Body parts in 2s
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
gardener postman builder lifeguard rubbish collector traffic warden farmer
butcher chef/cook baker green grocer farmer waiter/waitress ice-cream man
eyes ears feet hands arms legs elbows
Sports with balls
Musical Instruments
Bathroom things
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
football/soccer tennis basketball golf rugby volleyball cricket
Fun & Games in the Classroom Fun & Games in the Classroom
guitar drums violin piano trumpet clarinet saxophone - 17 - 17 -
bath toilet basin/sink toothbrush towel soap water
Mat Hatchard & Sara Kennedy 2008 © S Kennedy 2010
Cake Ingredients
Music
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
sugar butter flour eggs milk chocolate jam
Prepositions CD concert mp3 band orchestra instrument sing
1. 2. 3. 4. 5. 6. 7.
in on at to from under between
Desserts
Keep warm
At school
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
ice cream apple pie cheesecake fruit yoghurt cake mousse
coat hat scarf gloves fire socks boots
teacher student books board desk reports computer
Team sports
Keep cool
In hospital
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
football rugby cricket baseball basketball US football polo
fan air con swimming open windows cold drink ice cream shower
doctor nurse theatre emergency ambulance blood bandage
On Television
Keep fit
Bike parts
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
news weather soap opera drama films quiz shows comedy
Fun & Games in the Classroom
run/jog gym diet swim walk ski sport - 18 -
saddle handlebars chain pedals wheels bell brakes © S Kennedy 2010
Fun & Games in the Classroom
- 19 -
© S Kennedy 2010
Pronunciation Bingo – Minimal Pairs 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30.
be bear beard big bird feel fill fly fry glass grass lane load paper pea pear pen pepper pig pin rain road seat sheep ship sit sweat sweet warm worm
2
11
4
21 27
18
29
12 5
16
26
8
18
30
2
12
22
17
25
9
30
3
13
21
5
15
26
19
3
12
4
22 27
18
29
You may photocopy this page Fun & Games in the Classroom
- 20 -
© S Kennedy 2010
World Famous People – For Rizla Game or Balloon Debate Actors Tom Cruise Julia Roberts Jackie Chan Kevin Bacon Tom Hanks Brad Pitt Sean Connery John Travolta Kim Basinger Sport David Beckham Wayne Rooney Tiger Woods Michael Jordan Pele Anna Kournikova Music Britney Spears Madonna Shakira Eminem Kylie Minogue Robbie Williams Michael Jackson Elvis Presley Mozart Beethoven Fashion Jean Paul Gaultiers Coco Chanel Calvin Klein Vera Wang Tommy Hillfiger Donatella Versace Ralph Lauren Vivian Westwood Fun & Games in the Classroom
Royalty Queen Elizabeth II King Henry VIII Princess Diana Prince William Prince Charles Politics John F Kennedy Silvio Berlusconi Vladimir Putin Barack Obama Nelson Mandela Napoleon Gandhi Science & Technology Bill Gates Marie Curie Albert Einstein Stephen Hawking Thomas Edison Galileo Galilei Neil Armstrong Sigmund Freud Literature William Shakespeare Thomas Hardy Charles Dickens Mark Twain Oscar Wilde Stephen King Art Pablo Picasso Michelangelo Leonardo Da Vinci Vincent Van Gogh Claude Monet - 21 -
Old timers Charlie Chaplin Clint Eastwood John Wayne Elizabeth Taylor Marilyn Monroe Mick Jagger John Lennon Fictional Characters James Bond Darth Vader Frodo Wolverine Sherlock Holmes Indiana Jones Harry Potter Dracula Cartoon Characters Shrek Snow White Spiderman Mickey Mouse Superman Bugs Bunny Peter Pan Tin Tin Cat in the Hat Miscellaneous Oprah Winfrey Mother Theresa Alfred Hitchcock Harry Houdini Yeti/Big Foot Loch Ness Monster Merlin Your teacher Yourself © S Kennedy 2010
Fun & Games in the Classroom
- 22 -
© S Kennedy 2010
View more...
Comments