Where is He/She?

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Simple activity
Helps to practice "She is at the shopping mall" etc.

Before class write up a whole bunch of English names and cut out. Bring sticky tape to class.

In class draw a simple town on the board. Big boxes with the names of the place eg. The Doctor's/The Supermarket/The movies.

Go through the names-is this a he or a she?
Go through the places-what is this? what do you do there?
Help them with pronunciation

Lastly in divide into teams. With 42 students I have 4 teams. They are split into 4 teams(4 rows). 2 rows race first then the next 2.
The winners and the losers can race each other.

One member from 2 teams takes a name card and asks the student they sit next to "Where is Michelle/Tom/Keri" etc. The student sitting can choose any place "She is at the bakery" questionee runs to the board and places it in the correct shop. as soon as one student from the team finished the next member can begin. Which ever team finishes first wins. I hope you get the idea. It's easy and enjoyable.

Nerissa Je-cheon, Korea

 

The Perfect Picture Dictionary

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I have finally found the perfect picture dictionary for kids at the elementary level! It's called The Oxford Picture Dictionary for Kids. The topics are varied and fit in beautifully with classroom curriculum. The scenes for each topic span across two pages with basic vocab listed at the bottom. Characters are found throughout the book and students recognize and connect themes through characters.

I have great discussions with my first graders using just the scenes and sometimes the stories/songs/dialogues from the cassettes. With my older students I use the work books, chants, activity books, charts and cassettes!

It's fun AND I can teach vocabulary, grammar and basic writing skills with it!

Denise Hannaoui
Long Island, NY

 

Shopkeepers of the world, unite!

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Here's an activity I pulled out of the hat when faced suddenly with twenty five, rather than my usual ten students.
For this activity, the kids will need to be familiar with numbers up to one hundred, and the names of various foods, fruit and vegetables etc. You need food flashcards and a large wad of photocopied or paper money (preferably in local currency). Give each child a flashcard with an item of food on it and then wave your wad of cash at them (this invariably draws their attention). Choose a bright spark and approach them as though they were a shopkeeper. Ask them "How much is this apple/ banana/ bar of chocolate?" Let the child decide on a price and either pay for your item or say "No, thankyou". If you like, bargain with them to lower the price by saying "That's too expensive! How about five yuan?" Encourage them to continue bargaining until you both agree a price. Make sure they get the correct money and you get your shopping. After modelling the dialogue for a while, encourage some of the brighter students to continue in pairs. Then, dole out equal amounts of fake moolah to the kids - who will really perk up at this point - and tell them to go shopping! Encourage them to bargain by announcing that the winner is the person who makes the most money! All the budding shopkeepers should go crazy at this point and the air should soon be thick with the sound of frantic haggling. Monitor carefully to make sure all are participating. At the end, go round asking the kids to count out their takings for the day. Give a small prize to the biggest capitalists; or just warm congratulations if you're not into bribes. Make sure none of the fake currency makes it onto the local black market!

Kirsten
EF Shanghai

 

Terrific Table Time

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I had a few students who were having trouble retaining vocabulary words. So, each week I taped various picures on the table in front of each child's chair. the pictures all pertained to a specific topic area, for example, "summer" . Then , each day upon arrival, the students would practice their word. when i felt the children had mastered their word, we played games with the pictures. The children feel good about mastering words and learn a lot of vocabulary in the process! And the great thing about it is that this activity only takes about 2 minutes each day!


Lorie
Huntington, NY, USA

 

Peter's Puppet Playmate

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I taught kindergarten for a while and started using puppets during lessons. I bought a purpose-made duck but anything can be adapted to make a puppet, like an old sock with buttons for eyes or even a sponge. Don't forget to give it a name !
The puppet was introduced as being a new classmate to the children and I used it to participate in lessons when I taught new vocabulary or simple grammar. I would make the puppet give wrong answers and encourage the children to correct it by saying, "Is that right ? Is the answer ..... ?" When the children knew the target language, they desperately wanted the puppet too, as well, and would shout out the answers to help the puppet. Even though the puppet was at the end of my hand and it was obvious that I was providing the voice, the children still went along with the idea and enjoyed helping their new "classmate".
The original idea came from Peter Houry at Daruna International School in Ratchaburi, Thailand. To him I send my thanks.

Steffie Cavanagh,
Bangkok, Thailand

 

Donkey Ball

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Little kids usually only recognize one word in a question... With kindergarteners I sometimes get "I'm 5 years old," when I ask them, "How are you today?"
So, to alleviate this problem, I just pass a ball around the room. When I pass the ball to student A he has to answer a question, then he passes the ball to student B, C, D... any student. He then has to ask any question. It helps them understand the questions a little more. And, it breaks the monotony of having me only ask the questions. I'm surprised each time when I see how excited they get when I bring the ball into class. (Am I really that boring of a teacher???)
I also ask students how many pieces of candy they want. If they want one, then I ask them one question and they have to ask me one question. If they want 10, then they have to answer and ask 10. If they complete the task they're awarded with one, two, ten, etc. pieces of candy.
Simple stuff.
Mike, S.Korea

As Easy as ABC

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I teach K-3 ESL in a public school - this game is good for K-1 ESL students who are learning their ABCs and their sounds.

The first thing you need is an ABC puzzle - I got mine at the Dollar Store. Mine is foam with pop-out letters. I used a black permanent marker to write the letters again on each letter (only because for younger kids the outline of the letter was a little difficult & this way they definitely know which way the letters go).

Next, split your class up into groups - I usually do two groups because I have no more than 7 students in each pull-out class. Then, I push all of the letters out of the puzzle and put them on the table, face-up.

Next, I have one person in each group pick a number between 1 & 5 to see who goes first (you know how this works).

Then, I ask Student 1 (S1) to find the letter ____. In order to get a point for his/her team, S1 has to find the letter by him/herself and then tell me the letter's sound and a word that begins with that letter & sound. So, if I say, "Find me the letter 'C'", S1 has to find it and then say, "C-ca-cat" or "C-sa-celery", but they can't get the point if they say, "C-ca-celery" becuase it's the wrong sound.

After S1 is done in group one, I go to S1 in group two, then S2 in group one and S2 in group two, etc. I use tally marks to incorporate a different way to visualize numbers.

Sometimes it's hard for K-1 students to except the fact they got one wrong, so I always butter up the situation with positive reinforcement. If I have a newcomer w/ less English, or a student who still is lacking in his/her ABCs and their sounds, then I always try to pick the easier letters for them to find, like A, B, D, etc., not C, G, H, etc. (the ones they're more apt to make a mistake on).

The kids love this game and it's a good way to reinforce their ABCs and sounds to further develop their reading skills. You can give prizes to the winning team (like stickers or stamps), but sometimes this causes heartache for the kids who didn't win, so I usually just say, "Great job, everyone! Maybe next time Team Two will win!"

Stephanie García G.
a small city, New York

Which Way is That?

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I teach a group of hyperactive 5 to 10 year olds. This was a game I used to keep them entertained while learning directions. First I had them marching(and marching each other) around the room to "Go left", "turn right". Once they got the hang of that, I produced the blindfolds. The students were divided into teams and one team member ws blindfolded. Now there are a number of options.
- You can make an obstacle course where the teams have to race their player through the maze using only oral instructions. This can also be a relay race.
- You can scatter a number of objects around the room (toys, pens - stuff they've already studied). Yell out a object (or number of objects) eg "two red pens and an elephant". The winner is the (blindfolded) player who finds those object first (following the instructions of their team).
- If you've taught "up' and "down" you can also play "Pin th Tail on the Donkey" with the team giving instructions on where to put the tail. I actually use parts of the face cut out of cardboard. This way it's a race and everyone gets a chance to give and follow instructions.

These games are all fairly chaotic, but that's what kids like and they seem to be actually enjoying spaking English.
Alison Myers, Bangkok

 

Monster Cubes

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A fun game for reviewing body parts and numbers!

You need: two cubes of wood (1 sq inch each)
markers

On one cube (on each of the 6 sides) you draw eyes, ears, mouth, hair, hands, feet
(or any other body parts you are working on)
and on the other cube you write out the numbers - one, two, three, six, ten, twelve...
(or any of the numbers that you are presently working on).

The student "throws the dice" and has to draw the outcome on his paper: twelve eyes,
three noses and six feet, etc...

The student continues until he has filled in all six body parts and colored in his monster.

For younger students, I wrote out the numbers (1,2,3...) and also draw the body parts along
with the words.

For more advanced students, we then write about our monsters,i.e. where are they from,
what do they eat and where do they sleep....

Have fun and watch out for monsters!

Judie Shermak
Kibbutz Beeri, Israel

 

Hidden Treasure

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This game is a wonderful warm up for practising prepositions while incorporating already learned vocabulary, though it takes some preparation, either before class or when the children are told to shut their eyes. I write on little slips of paper and hide them around the classroom.
One leads to another. example: ' Look under the waste bin', where the children find a slip that says,'on the teacher's desk' where they find a slip with,' beside the restroom door' or,' in front of the computer'. Inevitably the children read these instructions outloud. If they have difficulty un

 

How many words do you know?

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This game is good as a warm-up activity. It can help students to think back of the words they have already known. The goal for the participating students are to write and say words correctly and do it as fast as possible, so their team will have longer wordlist and better chance to win the game.
You need a stack of poker cards for keeping score in this activity. Divide your students into two teams and divide your blackboard into two halves, too. The members of each team take turns to write a word on the board and say it out. Two teams can write and say a word at the wame time. Therefore, you may find a little chaos in your class. A word can only be used in each team for once, but it is Ok the the same word appear on the word lists of both teams. Therefore, you have to keep an eye on you students' lists and listen to their pronunciation of the words. When a student spells a word and pronounces it correctly, s/he is allow to draw a card to score for her/his team ( Ace stands for 1 point, while J, Q, K represent for 11, 12 and 13). The activity ends when the poker cards are finished, and the two teams start to calculate total points they have scored. The team that has the higher score wins the game.
If you have a lower level class, you can allow your students to have textbook/notebook with them while writing. HOwever, if your students are at a higher level, you can adjust this activity by restricting the books for set limit on the minimum number of letters for each word.
I use the activity very often and I like the effect it has on my class. Try and see if you like it or not. Welcome to discuss your opinon with me!

Cathy Kuo
e7631395@gcn.net.tw
Taiwan

 

Go Fish

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This is a good game for numbers, letters, phonics and reading the letter sounds, reading words, pictures of things etc.
It goes like the regular go-fish. Make cards of anything you want to study in sets of four. Four "A"s, "B"s etc. Divide class into two teams and put up a barrier between them so they can't see each others` cards. Shuffle cards and pass out ten or so to each team. Then choose a team to be first to say a letter name etc. With phonics I have them say the letter sound, if they say the letter name they lose a turn. After they have said their letter or sound, the other team looks through their cards for that letter. If they have it they must give all of those cards to the first team. If not they say "Go-Fish" and the teacher gives one to three cards (depending on how many cards and how much time you have) to the first team. Now the second team gets their turn and so on. Once they have four of the same card they get one point. Have them set their points aside so as to not mix them with the other cards. They can't say the name of a letter they do not have!

Alaina Sato
Hokkaido, Japan

 

Nazo's Board Pelmanism

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For this game the whole class is involved. The steps of the game are as follows:
1- The teacher (T.) teaches 8 animal names, by miming, acting out and making the sounds as well.
2- The T. shows the pictures of those animals to the pupils and they repeat the animal names.
3- The T. sticks those 8 pictures on the board face down and writes numbers under them 1-8.
4- The T. shows the written cards of those animals and pupils mime the animal.
5- The T. sticks the written cards on the board face down and writes the letters a-h under the cards.
6- The class is divided into 2 groups and they play this memory game(pelmanism)by saying one numer and one letter (e.g: 3-h)
7- If the two cards (the picture and the written card) match, the group keeps the cards and may have another turn. If not, it's the other groups turn. The group with most cards is the winner.

Submitted by:
Nazan Özçýnar
Hacettpe University

 

Connect the conjunctions

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This activity is based on a piece of literature you are studying.
Glue onto a LARGE dice 6 pictures taken from the book being studied. One per face.
Onto another LARGE dice glue 6 conjunctions, one per face. Example: because, and, hence, etc...
To each conjunction allocate a point or points, the harder the conjunction the more the points.So that "and" might have 1 point,
and "as a result of" might have 6 points.
In small groups (3-4 players) each child takes it in turn to roll both dice and then make up a sentence concerning the picture using the conjunction.
If the other players think the sentence makes sense then the player gets the number of points attached to that particular conjunction.
The player with the most points when the game is halted is the winner.

Jo Berton
Sydney, Australia.

 

INSPIRING the UNINSPIRED!!!

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I have been assigned some tough cases in my school: young people who are not enthusiastic about learning english. One of my students has been studying privately for six years. He's been through every teacher in the school! He is 13 years old now refuses to speak english!!!!

It occurred to me that he might feel that he has absolutely no stake in learning english or participating in a lesson. So I decided to give him an opportunity to be part of the decision-making process that goes into teaching a lesson.

The first day of class, i told him that we were going to write our own english textbook! We looked at several texts as models for our book. We have a list of the grammar we need to include and have chosen some illustrations for the chapters. We set goals together every week and try to stay on schedule. We are using a futuristic theme and have assigned names to our characters. We introduce grammar points and write text. There are sections on reading, writing and eventually we will record some listening exercises.

My student seems to be enjoying the process. He has started to speak english without even knowing it!

The cost of this project is minimal.

I am learning how to be a better teacher by taking on these so-called uninspired learners.

Have fun and good luck!
Stephanie Marino, Lucca, Italy

Typhoon

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"Typhoon" is a great game to play with kids in Taiwan, and other places where typhoons are an everyday reality! It can be used to reinforce any structure taught, or to practice vocabulary, and the kids go crazy. I've never had a class in which it hasn't been a success.

The game is quite simple. You, the teacher, draw a big blank grid on the board, which must be sized according to the size of the class - 3 by 4 if there are 10-12 kids, 5 by 5 for a class of 25, etc. The grid is labelled using letters at the top, and numbers down the side. You should have your own identical grid drawn in your file, in which each square contains a number (0-5), or a "T", for "typhoon." The class is divided into two teams, and questions are put to each kid in the class, going from team to team. If the question if answered correctly, the child chooses a square on the grid. You then consult your book and allocate the number of points in the square to that team. Should a child choose a square with a "T" in it, you shout "typhoon", and the OTHER team loses all the points they've already gained. Fairly simple, but wild, even though it's done on the board - you might need to control the noise level. The team with the most points left at the end of the game is the winner.

This game can be made more interesting by allowing the kids to choose their own team names - they love to use the vocab they've already gained. I also usually draw houses, instead of just allocating points - one side of the house for one point - so that the idea of the typhoon destroying the houses is more obvious.

I must confess that this game wasn't my own idea - it came to me via other English teachers in Taiwan, and has a proven success rate at many schools!!!

- Louise : Taipei, Taiwan

Natural learning for 6 and under

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Hi. I've been teaching ESL to kids aged 3+ for over 2 years now, and these are some things I've learned:

-Do NOT speak a word of their native language, unless there's an emergency. Even if I understand, I always respond in English.
Why? Because: kids are natural learners...give them the challenge and they will rise to it; they learn problem-solving; if you say a word in their language they will forever try to get you to say more; they will begin to think only in English while with you.

-Play in English. Especially with the really young ones -and  especially on the first day- I begin by simply playing with toys or Legos. There's no threat or pressure, and they can begin to relax around you. As the number of lessons progress, I talk more and more in English. At first, I might talk to myself, naming colors,counting blocks, etc. Then I'll ask them "Can I have the RED block, please?" while pointing. I'll ask for a certain number of things, or certain items. Then I'll ask them "Do you wantsome Legos?" "How many?" "What color?" Etc. Soon they're asking me the same questions.

-Converse "naturally" in English. "I like your dress!" "How are you?" "You cut your hair!" Use complete sentences often. Use simplified (but correct!) speech and gestures to get your point across, but say it like you're talking to a friend. This way they
don't feel like they're being tested. And rather than correcting their speech, repeat their sentences (correctly) for verification: "You want to go to the toilet?"

Absolute beginners become conversational in a very short time if they are learning and using English the same as they do their native language, and if they feel you will listen.

Bonita, bogini@mailcity.com, Thailand

Memory Game With a Treat

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Here is an activity I devised and tested on my birthday...I am helping my 8 year-old neighbours Joan Marc and Xavier with their English, and we decided to have a special lesson.
It worked out fine for us...See how you like it!

Aims:

To revise spelling and vocabulary while at the same time having some fun.

Necessary materials:

A few sheets of white paper or thin cardboard, a pair of scissors, pencils and markers.

Preparation:

Cut out 26 cards, the size of ordinary playing cards (one for each of the letters in the alphabet.)

Decide on 2 small prizes (one slightly more attractive than the other) that you are ready to give the students. Your prizes WILL make the whole of a difference, just wait and see!) As the activity was almost part of my birthday party I chose a bar of chocolate for the second prize and a HUGE lollipop for the first.

What to do:

Quickly check that your students know their ABC and have them write the letters onto one side of the cards. Shuffle the cards, put
them on a desk with the letters facing the top of the desk and keep 2 for yourself. Make sure the kids do not see what letters there are on the other side of YOUR cards (or their cards, for that matter.)

Suggest some words (nouns work best ie dog, table) for the students to draw on the blank side of the cards, or let the kids choose their own words. Students draw each item twice (on different cards every time) and write the words below their pictures, so you eventually get 12 pairs of words and pics (two dogs, two tables etc.) Check the spelling!

Write "Star Prize" and "Second Prize" respectively on your own cards.
Gather all the cards and shuffle them well. When you are done,
put the cards on the desk (4 rows of 6 and 2 at the bottom will do) in such a way that the students can see the letters but NOT the pictures on the other side.

The kids take it in turns to say two letters and then they turn the
corresponding cards around to see if the pictures/words on them match. If they do, the kid who has found the pair wins 1 point. In case the cards do not match, put them back on the desk, with the pictures facing the top of the desk again. The object is to match all 12 pairs of words and pictures.

When the prize cards are disclosed, you will no doubt see a big smile on your students´ faces!


Joan M. Díez Clivillé
IESI Ramon Berenguer IV
Amposta, Tarragona (Spain)

 

The Art Exhibition

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To Carmen & Carles


Have you ever wondered about the number of artists-to-be sitting in front of you at every lesson? Give them a chance to express themselves! To encourage the less-talented ones (or those who think they have no talent at all), tell them that anything can be art, provided it expresses ideas and/or feelings.

Stds. need some of the following things: stationery, paint, brushes, cardboard, scissors, glue, plasticine, clay, wire, string, pieces of wood. They could raid their cupboards for alternative
materials: toothpicks, corks, beans of various kinds... The more environment-conscious could recycle a few objects intelligently: magazines, newspapers, boxes, cans or bottles, for instance. And why not include photographs, slides and home-made videotapes for those inclined to the audiovisual world? This is going to look great!

Let students do their work (or design one for another student to make.) The following card may be useful:


WORK´S TITLE _________________________________________

DESIGNER _______________________________________________

AUTHOR _______________________________________________

NECESSARY MATERIALS ___________________________________

_________________________________________________________


DESCRIPTION ILLUSTRATION

_________________________________

_________________________________

_________________________________

_________________________________

COMMENTS ______________________________________________

________________________________________________________

When the different works have been finished, find a suitable place to set up your very own art exhibition (a corner in the classroom will do.) Display the objects nicely on the floor, on the wall, on top of desks, etc. Write notices such as 'TO EXHIBITION', 'STARTING POINT',
'THIS WAY', 'PLEASE DON´T TOUCH', 'LIST OF WORKS AND ARTISTS' and put them where needed. Invite other classes to see the exhibition (ask visitors to sign in a book.) And do keep the works: your students might become famous sooner than you think!


Devised by Joan M. Díez Clivillé
IESI Ramon Berenguer IV
Amposta, Tarragona (SPAIN)

 

Happy and you Know it - refresher

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I find that one of the most terrifying things is when you are completely done with the lesson and you still have 10 minutes to go, and reviewing the lesson would go over about as well as giving an inspirational talk on how marching on the Trail of Tears was great for the Native Americans quads, calves, and burning unwanted pounds... it wouldn't go well.
So what I've found is, or remembered is the Happy and you Know it song... and it works great on young kids and self-conscious teen agers.
You remember: If you happy and you know it clap your hands....blah blah.
Well change it around.

I've used:
happy - pat your gut
sad - cry boo hoo
scared - scream in terror
tired - go to sleep (they go crazy when you fall asleep in mid-sentence)
angry - growl out loud
hungry - eat you hand
etc... you get the idea

Start this off with doing variations of the happy faces on the chalk board to introduce the vocabulary and you'll find those last ten minutes flying by like a greased up monkey being shot from a cannon (don't TPR that).

Good Luck

Sean Seidell
Currently of Tainan, Taiwan

 

Matchmates

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To teach reading skills such as colours and numbers, I make a matching game that my students request over and over. Simply write out the words for colours/letters and make a matching colour square or number. Cut them out into similar-sized squares and laminate. Laminate a large piece of colored paper and put velcro on the backs of the squares and equally spaced on the colored paper. The game can be used to match the colour name to its square or vice versa. Line the students up and hand them a colour square. (You can do this in two teams). The student gets a point for each correct placement. If they are wrong, the card goes to the next student. Students love sticking the velcro together and the competition gives them added incentive to learn their colour/number words.

Clare Boyd
clareboyd@yahoo.com
Uijungbu, Korea

 

Vocabulary Practice For Children

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Vocabulary practice for children taking advantage of kids' natural love of games, competition and running around...

Prepare flash cards of the vocab. you wish to practice and place them in a line on the floor. Put the kids into two teams on each side of the flash cards. Give the kids in team 'A' a number each and do the same for team 'B' - the same numbers. Then say a number and a vocab. item. The two kids with the number you said have a race to get the flash card.

If you only have one copy of the flash cards, the winner will be the first to touch it, if you have two copies then they can each pick up their own card and the winner is the first to give it to you. This can quite easily get out of hand, so its recommended that you be strict on behaviour....e.g. take off points for being rowdy ..etc..

alba-ingles
Email: alba-ingles@ctv.es
Location: Spain

 

Total Physical Response (TPR)

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Use some pictures of fruit, colours or body parts etc. Drill the kids by having them look at the picture and repeat after you........ ie....

banana, banana, banana, banana
Next picture strawberry, strawberry, strawberry, etc.

After that I would split them into two teams, have them line up . Put the pictures at the front of the class, facing the two lines. Then you call out one of the fruits, the first two students at the front of their line/team run forward, the first one to t ouch the correct picture ( and maybe say it ) gets a point for their team ! Those two students then go to the back of their lines and the next two have a turn !

I recommend using a teaching method called Total Physical Response (TPR) with beginning students. The advantages are: It's fun! It's non-threatening. It keeps their attention. They learn!

You do need some props. You start with a series of 6-10 actions that have a short verbal command. For example:

1) You're walking in the rain (pantomime walking with an umbrella)
2) Stop. There's a big puddle. Step over it.
3) Oh! It stopped raining. Close your umbrella.
4) There's some mud.
5) Slip in the mud. (exaggerate it)
6) Fall down. (humiliate yourself. They'll love it.)
7) Get up and look at yourself. You're all muddy.
8) Go back to the puddle.
9) Step in it.
10) Jump up and down.

The procedure is this: First, you pantomime the actions (It's not called physical for nothing!) as you say the phrases. (For the above example, an umbrella is a good prop.) Repeat this stage numerous times so that they can start connecting words with actions. Then, get a student to *act* the actions while you say the phrases. Do this with a few (or all) different performers. When they are ready to speak, have them repeat the phrases after you while you perform them. You can also have one student say the phrases while another acts them out. Finally, they will be ready to say and do the actions at the same time. This reenforces the meaning of the word. The physical act seems to help them remember the words.

Name: Ian
Email: language@gol.com
Location: Tokyo, Japan

 

Animal Concentration Game

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After making 40 wild animals concentration cards (I bought the farm animals concentration cards), I was exhausted. It took 5 hours to make them right, the copying, coloring, pasting, and lamination. Then, those cards fell apart quickly, so I had to spend another 5 hours making the cards again. If anyone is interested, I can give them the do's and don't's of laminated concentration game art, but that's not why I'm posting now.

I wanted to say that, given the work I put in them, I am trying to use these cards in every conceivable way, on my primary school and middle school kids, regardless of class size. so, I do the following:

* What is this? (This is a hippo)

* What are these? (These are hippos, used when they pick up two)

* For when they don't match, they can say: This is a hippo and this is a lion (or "that is a lion," to refine the demonstratives)

* What color is the ______ ? Is it fat or thin? Adjectives! * Is this a gorilla? No, this isn't. This is a monkey. * Difficult plurals: these are deer, these are wolves.

Outside the concentration game itself, I use them to teach I am and you are. I will put a monkey card on my head and a giraffe card on the student's head, and he will say: I am a giraffe, you are a monkey.

Anyway, to justify the effort I made in making those cards, I am using them in many different ways for many different classes. I use all parts of the cow.

Name: Roger Fusselman
Email: rogerfus@nownuri.net
Location: Taejon, South Korea

 

Gardening

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Plant sunflower seeds in your classroom, using peat pots and plastic, store-bought, greenhouse containers. The kids, mine are 13 and 14, get quite excited and even chip in for the cost. When they get big enough they take them hom e and replant them in bigger pots and finally out doors. Next fall they bring in the heads and you remove seeds for roasting and eating. Great ideas for writing how to paragraphs.

Name: Margaret Cartwright

 

Mr. Monster

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These are two games which my EFL primary students like. In the first we draw a picture of a "person", usually called Mr Monster and the class decides if they want long hair or short hair, curly hair or straight and so on. They decide by a show of hands. We're very democratic here. This bit is fun which is good for teaching/reinforcing body parts and adjectives. A good follow-up and the second idea is to ask questions like, "What does Mr Monster like to eat?" Students ask a question. If the answer is "Yes" they get a point and are allowed to take a guess at the item. e.g. Question: Is it sweet? A: Yes. Guess: Is it candy? A: No. etc. Two points when they guess correctly.

Name: Chris Murphy
Email: chrismur@ms2.hinet.net
Location: Changhua, Taiwan

 

It's not over till it's over!

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I've been using this method for a couple of years and my students LOVE it. Whenever I have them compete in groups, I always give them a chance to overturn the results. That way, the game doesn't get too competitive and it helps all the groups to try their best until the end of the game. This is the method that I use:
I've made a chart with 12 pockets(seal up 6 envelopes, then cut them in half) and using velcro tape, I've put an alphabet card on each pocket. I've also made 12 cards that give from 1 to 3 points.
At the end of a game, I place a 'point card' in each pocket so that the students cannot see how many points it is. Then, I have each group think of a word that starts with the letter on the pocket they want to choose. When I ask for the word, all the students in the group shout it out together. That group gets whatever amount of points is written on the point card in that pocket.
Say that Team A and Team B each have 8 and 7 points. But then Team A chooses a 1 point card but Team B chooses a 3 point card. The results of the game are overturned! Team B goes wild! And the students in Team A do not think this is unfair because they made the final decision in choosing the point card.
I think this method works because I'm sure we'd all like a chance to come up from behind and come out the winner in any game we're playing. My students certainly seem to. Hope yours do, too. ^^
P.S. One final note. If there's too big a gap in the scores to over turn the results, just double(triple...)the points written on your point cards.(If you choose a 2 pointer, you get 4(6) more points, etc...)

Chris in Shanghai(originally from Seoul, Korea)

Ring, Ring, Who Has My Ring?

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Following is a game that works well even with very young students:

Ring, Ring, Who Has My Ring?

Skills: asking questions about people; identifying people by description

Group Size: 4 to 24
Prep Time: none
Playing Time: 5-15 minutes
Interest Level: ages 3 to 12
Ability Level: beginning to lower intermediate

Choose a student to begin. This student steps out of the room. Hand a ring to another student. All students in the classroom should see who receives the ring. Call student to return to class. He or she must try to guess who has the ring by asking various classmates ten or fewer yes/no questions.

Sample questions include...

Sang-chul, does a girl have the ring?
Min-soo, is the person who has the ring wearing tennis shoes?
Charles, is the person who has the ring older than me?
Gyung-hee, is the person who has the ring wearing something blue?
Mary, was the person who has the ring late to class?

If the student guesses correctly, he or she gets another turn (limit three). If the student guesses incorrectly, the student who has the ring becomes the next player.
--------------------
More games for young learners are available at The EFL Playhouse!
Visit today!
http://members.tripod.com/~ESL4Kids/

Name: Julie Vickery
Email: ESL4Kids@yahoo.com
Location: Chicago, IL USA

crazy shnoodles superheoes

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this is my fave activity to do with kids of all ages up to middle school(cause i always catch them with comics in class!)....first I ask the class to give me some name of some super heroes..batman, spider man, wonder women ect then I ask them, what can they do? what are thier powers?..the kids usually yell things like they can fly! they can climb walls!....then i ask them what can`t they do!? they cant die, they cant kill good people..(the kiddies usually start to tell you about their comic book heroes,which is a great way to get them talking!)....
then on the board we create our own super heroe, so i ask them to give it a name.I ask is it a male or female(or something else)?,what does it look like? how many heads ,eyes, feet ect.. this bits real fun, the kids have crazy imaginations. Then I ask them what our heroe can or cant do and so on.
finaly i chose one of the kids to draw the heroe on the board, which is hilarious cause they often look more like monsters!You can then ask them to make their own heroes....i find that the kids really enjoy activities like this because they are so into their comic books and they love drawing..hope it works for some one else!
shnoggie@yahoo.com, shnoo, jechon korea

 

The smart kid always wins?

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I play a lot of games with my kids. All between the ages of 7 and 10.
Regardless of what game you play I found that one team would always have the smart kid and almost always win. The other team without him / her on the team gets frustrated easily. So instead of points for correct responses I started using a bag with fake money. Because the fake bills range from a one dollar bill to a fifty dollar bill there is the element of chance which allows the other kids to compete. This gives confidence to the kid that may only answer one question correctly. And usually the smart kid is more excited as his / her team cheers to see what denomination the bill will be. Also works good with teaching numbers. Make the kids answer 'How Much?' when they pull the money out of the bag.

later

as cute as a kitten

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To teach my 5th and 6th graders some adjectives and comparatives I use animals.
First we brainstorm animals and their main quality: as big as a elephant. I get to explain as...as then each child choses an animal and an adjective and we make posters they draw a picture and write their sentence: as soft as a lamb, busy as a bee..... we then take time to put them all on the walls and admire our work and say all the sentences. ( we can then get into discussions about if a spider is really ugly or a snake really long or....)Then I expain comparatives using our posters as examples an elephant is bigger than a mouse or a butterfly is more beautiful than a worm....and we play a game I chose an animal and they have to guess by just using comparatives Is it bigger than a dog? Is it as small as a mouse? then in 2 teams: one team guesses then the other.This is a very simple idea but the kids love to draw and have their pictures on the wall for all to see!
By the way the posters impress the other classes and they read them all!
Kathleen O'Hare
Sherbrooke quebec

 

"What's in the bag....?"

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Simple yet practical exercise.
I use it for kindergardeners through 7-8 year olds. Any plastic bag will do. Collect various objects- a coin, watch, ring, scissors, a battery, medicine, etc.... I simply say
"Whats in the bag?" The kids usually parrot this back to me. Take the objects out of the bag, 1 at a time, identifying each one. When the bag is empty, give the students the opportunity to identify each object. I pick a student and say " I want the (item)" You'll be surprised how enthusiatic the kids are about the game, and how willing the are to compete with each other in identifying the objects. After all the objects are identifyied, I say "Now, I'm going to put the (object) in the bag" and toss the object back into the bag.
A simple yet effective vocabulary builder. All practical words to know. And the "What's in the bag?" provides a basic grammar exerciese as well.

Migook In
Ch'ongju, S. Korea

 ***************************************************************************

                                JUEGOS 

                                   PARA

                                 INGLÉS

              ( Y PARA OTRAS ACTIVIDADES EN ESPAÑOL)

 

CEP  DE  ICOD DE LOS VINOS

ASESORÍA DE INGLÉS- PRIMARIA:  José L. Gallo García.

                                  JUEGOS  PARA  INGLÉS

 

 

INTRODUCCIÓN

 

A.     Objetivos:

-          Potenciar la comunicación en inglés.

-          Reforzar los contenidos de la materia de inglés.

-          Hacer una colección de juegos para la enseñanza  con el espíritu de los juegos tradicionales.

 

B.     ¿Por qué usar juegos con niños?:

-          Les gustan a los niños/as.

-          Ofrecen un contexto natural para la comunicación entre niños/as.

-          Motivan a los alumnos a hablar e intervenir.

-          Aportan práctica de enseñanza: repeticiones de frases hechas, y se recuadran mejor mediante los juegos  (teoría de “aprender jugando”).

-          Los juegos aportan más que práctica para el aprendizaje del idioma: enseñan cooperación entre los niños/as, estrategias de grupo, guardar turnos de intervención... habilidades sociales en una palabra.

 

C.     Cuando usar los juegos:

             Se pueden utilizar en cualquier momento de la clase; aunque un importante factor a tener en cuanta es que son muy útiles en casos de poca colaboración del alumnado, para hacerles más participativos (días de lluvia o viento, cuando los chicos no están muy motivados para tareas habituales de clase).

   Los juegos hacen como descansos en las actividades normales de clase. Se puede presentar nuevo lenguaje y estructuras mediante juegos.

   Algunos maestros/as les gusta finalizar sus sesiones de clase con un juego: esto suele funcionar bastante bien, porque es cuando suele decrecer el interés y la actividad de los alumnos/as.

 

D.      ¿Cuánto tiempo deben de durar los juegos?:

            Normalmente suelen durar entre 10 y 15 minutos, aunque los alumnos/as suelen pedir siempre más: la forma de terminarlos sin herir susceptibilidades es poniendo como regla  “el primero que llegue a  X puntos gana.

   En el caso de que el profesor/a quiera parar un juego en un momento dado, se puede poner la condición de “el jugador o grupo que gane en ese momento gana....y se termina la sesión de juego del día.

 

E.     La práctica de los juegos:

-          Equipos: normalmente se divide la clase en dos equipos. Un alumno/a hace de apuntador de los resultados. Los alumnos tienen que tener cierta movilidad en la clase para hacer consultas entre ellos. El profesor/a debe de ayudarles con el lenguaje o frases que tienen que utilizar en el juego. Debe de haber portavoces de los equipos.

-          Pequeños equipos: muy útiles para juegos de cartas, para saber las reglas de nuevos juegos (se las dicen entre los alumnos), para no hacer trampas en los juegos, juegos con dados, etc.

-          Individuales: no se debe de abusar de ellos, ya que lo que se pretende con los juegos es precisamente la cooperación entre el alumnado.                          

 

ALGUNOS JUEGOS INTERESANTES PARA INGLÉS

 

1. SUBASTA

      Se puede hacer con monedas o con fichas representado dinero inglés (libras y peniques), aunque también puede realizarse con dinero español. No existirá este problema con la implantación del Euro.

   

a.       Se divide la clase en 4 grupos, con un responsable para cada uno.

b.       Cada grupo dispone de 50 libras para gastar en la subasta: deben de comprar el mayor número de cosas. Gana el equipos que más compre. Estar seguros de que si hay 10 cosas para subastar, todo el mundo lo entiende. El responsable levanta la mano y dice un precio para el artículo que se está subastando después de consultar a su grupo.

c.       Se subastan las cosas, una a una: “Look at this beautiful football, the starting price is L5”(“Miren este maravilloso balón: su precio de salida es de 5 libras”).... se continúa con los demás artículos de la subasta.

d.       Si queda alguna cosa sin subastar por su bajo interés, se le puede bajar el precio de salida.

e.       Gana el grupo que compra más artículos: en caso de empate gana aquel que haya gastado menos dinero.

 

2.  JUEGO DE LOS BARCOS

    Conocido internacionalmente, es el conocido por “submarinos”, “hundir barcos”, etc.

 

a.       Se juega por parejas.

b.       Cada participante dispone de un trozo de papel o el cuaderno.

c.       Se juega con números del 1 al 10 y letras de la A a  J.

d.       Como lenguaje en inglés para este juego: Miss= agua    // Hit= tocado// Sunk= hundido.

e.       Cada jugador tiene dos tablas como éstas:

                                                                   1   2   3   4   5    6   7   8   9  10

A

B

 

 

 

 

 

 

 

 

 

 

  

 

 

 

 

 

 

 

 

 

C

 

 

 

 

 

 

 

 

 

 

D

 

 

 

 

 

 

 

 

 

 

E

 

 

 

 

 

 

 

 

 

 

F

 

 

 

 

 

 

 

 

 

 

G

 

 

 

 

 

 

 

 

 

 

H

 

 

 

 

 

 

 

 

 

 

I

 

 

 

 

 

 

 

 

 

 

J

 

 

 

 

 

 

 

 

 

 

 

f.        Una de las tablas se deja en blanco, en donde los jugadores hacen sus intentos para hundir los barcos. Se colocan en la otra tabla los barcos que el otro jugador presenta a su oponente de la pareja.

g.       Se suelen poner:                  1 Battleship (destructor)  de 4 casillas

                                                   2  Cruiser  (crucero)  de 3 casillas.

                                                       3  Frigate   (fragatas)  de 2 casillas.

4  Submarine (submarinos) de 1 casilla.

                                                                                                                                                 

h.       Se empieza a jugar teniendo ocultas las respectivas tablas, y se intenta usar las tres palabras en inglés anteriormente mencionadas. El ganador  es el primero que hunde todos los barcos del otro jugador.

 

3. BINGO

     Juego sobradamente conocido. En clase se usa para repasar números en inglés: del 0 al 20, del 0 al 100.....

a.       Como materiales sólo un trozo de papel o el cuaderno

b.       Es un juego de tipo individual, aunque también se puede hacer por parejas con un solo cartón.

c.       Se dibuja un cartón de bingo y la clase lo copia:  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

                                                                                     

d.       Se colocan todos los números, normalmente los bajos a la izquierda y los números altos a

      la derecha.

e.       Se van diciendo en voz altas los números en inglés: se puede hacer línea (line), y gana aquel/a que primero tenga todos los números y dice en voz alta “bingo”. Esto será comprobado diciendo todos los números por parte del ganador/a.

f.        Otras alternativas para este juego pueden ser las letras del alfabeto, colores, animales, objetos de clase o de casa, etc.

 

4. GALLINA CIEGA

        Un alumno/a de la clase se le tapan los ojos, se le dan vueltas y trata de identificar al compañero/a que apunta con su mano derecha por una pequeña conversación como la siguiente:

A.     Hello

B.     Hello

A.     How are you?

B.     Very well, thank you.

                A  es la persona que hace de “gallina ciega”.

      Para una mayor dificultad los alumnos/as pueden cambiarse los sitios, e incluso las voces.

      Si el que sale acierta, es sustituido por el identificado/a, si no sale otro/a según un turno

      previamente acordado.

          También se puede cambiar el texto de la pequeña conversación por otro cualquiera,

      siempre muy sencillo.

 

5. TRÁEME UN............LÁPIZ

     Es un juego que se usa en guarderías y entre adultos también. El/la responsable en ese momento, se dirige a los 4 grupos de la clase, situados aquidistantes a él o ella, y pide en voz alta un objeto de la clase: “bring me a pen, pencil, book.....etc”.

   Se juega en un área abierta de la clase, o con los alumnos/as sentados en sus sitios.

 

a.       Se divide la clase en 4 grupos, que se sitúan a igual distancia del responsable. Dibujas una línea con tiza en el suelo, para que los chicos/as no la sobrepasen. Se elige un “corredor” por cada equipo, que es quien trae los objetos que tú vas pidiendo.

b.       Se pide el objeto; por ejemplo:  “Bring me a pen” (“tráeme un lápiz”. El primer corredor que aporte el lápiz va haciendo una pila de objetos sobre la mesa.                                                  

c.       Se van pidiendo otros objetos de la misma forma. El primer equipo que consiga una pila de 5 objetos sobre la mesa es el que gana.

 

6. ¿PUEDO HACERLO.......?

 

        Es un juego muy sencillo, en el que se trata de hacer uso de expresiones para pedir permiso. Toda la clase participa en 3, 4 o 5 equipos, con un portavoz por cada uno.

 

a.       Se pregunta a la clase por cosas por las que ellos/as suelen pedir permiso para hacerlas.

b.       Cada equipo dispone de 10 segundos para dar una frase. Por ejemplo: Can I go to the toilet?  (¿puedo ir al baño?).  se pueden aceptar expresiones e la lengua materna al principio y con alumnos/as pequeños.

c.       Se da 1 punto por cada frase buena, aunque tenga algún error. También se puede ir escribiendo las frases que van saliendo en el encerado y practicándolas por toda la clase.

d.       El equipo o grupo que más frases haya ofrecido (hasta 5-10), es el ganador.

 

7.  COFFEEPOTTING

     

      Este es un juego a veces practicado por adultos, y que consiste en adivinar la acción (un verbo), haciendo preguntas. En el juego en inglés el comodín es “coffeepotting”.

Participa toda la clase de la siguiente manera:

 

a.       Se escribe en la pizarra como referencia:

              Do you

                                                  coffeepot?

              Does everybody         

                     Are you coffepotting now?

 

                     When

                     Where           do you coffeepot?

                      Why

                      How

         b.  Sale de la clase con un voluntario/a y elige un verbo, por ejemplo   swim.

         c.  Vuelve a la clase y pon al voluntario delante de ella.

         d.  Explicar a la clase que el verbo elegido es fácil, como bailar, nadar, andar..... (dance,

        swim, walk, etc). El verbo es un secreto, y tienen que adivinarlo. Tienen que hacer  

        preguntas al voluntario/a  para conseguirlo, en lugar del verbo decir “coffeepot”, que es 

        una tontería, como si dijeran “blop, pum, clas....”. Hacer referencia en este momento a

        las preguntas de la pizarra.

    e.    Quien quiera preguntar levanta su mano:

             Jugador  X: Do you coffepot?

             Voluntario/a: Yes, I do.

             Jugador Y: Does everybody coffeepot?

             Voluntario/a: No, they don’t.

     f.     La clase va haciendo preguntas hasta que alguien acierta el verbo correcto. Con las   

           preguntas que empiezan por interrogativos (when, where, why, how), el voluntario 

           debe de mimificar la acción.

      g.  El ganador/a  reemplaza al voluntario, y hace el mismo proceso. El juego puede  

            terminar después de X número de verbos acertados.   

                                                                                                                                      

8.      CAMBIO DE SILLAS

 

Es un juego tradicional, en donde los jugadores tratan de cambiarse las sillas en las que se sientan en un semicírculo, se la siguiente forma:

a.       Todos los alumnos/as de la clase se sientan en sus sillas haciendo un semicírculo en el centro.

b.       Se puede hacer el juego de cualquier concepto a aprender o practicar, por ejemplo números, colores, días de la semana, meses del año, verbos, animales, etc, etc.

c.       Una vez elegido el tópico, por ejemplo números del 1 al 5 en inglés, el maestro/a reparte una tarjetita con un número a cada alumno/a. A continuación se coloca en el centro del semicírculo y muestra y dice uno de los números. Todos los alumnos/as que tengan eso número se levantan de las sillas y se ponen junto al maestro. Éste aprovecha la ocasión para sentarse en una de las sillas desocupadas.

d.       Un alumno/a se queda sin silla: éste es el que ocupa el sitio del maestro y hace lo mismo.

e.       El juego terminará cuando el maestro/a crea que ha sido suficiente, haciendo que coincida un número que él tiene y se queda levantado, sin silla, como al principio. Los chiquillos suelen estar encantados de que el maestro/a se quede sin silla.

 

9.      COMPETICIÓN DE DIBUJOS

            

        Es un juego muy sencillo, donde se divide la clase en dos equipos, del modo siguiente:

a.       Seleccionar dos alumnos/as, uno de cada equipo, y darles un trozo de tiza a cada uno.

b.       Decirles que tienen que dibujar en el encerado lo que se les diga, por ejemplo: Draw a giraffe (dibuja una jirafa).

c.       Se les dan 30 segundos para hacerlo. El que haga en mejor dibujo, según la opinión del maestro/a, es el ganador/a y consigue un punto para su equipo.

d.       El primer equipo en conseguir 3, 4 o 5 puntos es el ganador.

 

10.  TIERRA,  MAR Y AIRE

 

Se juega en muchos países este juego. Originalmente los jugadores tenían que decir un animal que vivía en la tierra, mar o aire, lanzándose una pelota. Toda la clase participa haciendo un círculo grande alrededor de la clase, incluyendo las paredes si fuera necesario. 

    Se hace así:

a.       Escribir estas reglas en el encerado:

Quedas eliminado/a  si:

-          No hablas durante tres segundos.

-          Dices una palabra en la categoría equivocada.

-          Repites la misma palabra.

b.       Los alumnos/as hacen el círculo en la clase y se le da a cada uno un número.

c.       Se empieza el juego diciendo en voz alta un número. El alumno/a que tenga ese número levanta la mano y dice ¡Aquí!.

d.       Se le lanza la pelota y se le dice la categoría que se está practicando: animal, objeto de la clase, color, países, etc.

e.       El chico/a coge la pelota, y tiene 3 segundos para responder, por ejemplo un animal: perro. Se les recuerdan las reglas escritas en la pizarra. Los jugadores tienen 3 vidas, o sea, que pueden “salir” tres veces del juego para que otro ocupe su lugar.

f.        Si se dice correctamente la palabra, se llama a otro número y el juego continúa. Si no dice la palabra correcta pierde una vida y tira la pelota al maestro otra vez.

g.       El juego finaliza cuando el maestro/a quiera. No hay ganadores. Para introducir una mayor dificultad se dice que no se puede decir el animal, objeto.... que  haya nombrado previamente.

 

11.  COMPRADOR EXTRANJERO

Este es un juego de mímica. Los jugadores intentar adivinar lo que el “comprador extranjero” intenta comprar por mímica.

   Se incluye el lenguaje de la compra, además del de las cosas que hay en una tienda:

-          Can I have that ball, please?

-          Can I have 200 g. of butter, please?

-          How much is that pen?.

        Participa toda la clase del siguiente modo:

a.         Un voluntario/a hace el papel del comprador extranjero, que no sabe hablar el idioma. El visitante debe de hacer saber primero el tipo de tienda en la que está, y si es un supermercado, el departamento en el que se halla.

b.        El resto de la clase son vendedores que tratan de adivinar las palabras exactas que mimifica el extranjero, e.g. Can I have that ball, please?.

c.         El primero que acierte la frase completa reemplaza al comprador extranjero.

 

12.  EL AHORCADO

 

Juego muy conocido en las clases de todo el mundo. Los jugadores intentan “ahorcar” a un hombre, como se describe más abajo.

   Se puede practicar con cualquier concepto que se quiera aprender o practicar: el alfabeto, números, colores, etc.

   Participa toda la clase con el siguiente procedimiento:

a.       Se divide la clase en dos equipos.

b.       Cada equipo elige una palabra en inglés, del diccionario, del libro de texto, etc. Debe de ser una palabra dada en clase. El maestr@ las revisa por si están mal escritas.

c.       Un voluntari@ de uno de los equipos sale al encerado y escribe tantos guiones como letras tiene la palabra de su equipo.

d.       El otro equipo va diciendo letras, una a una, respetando un turno de intervención. Normalmente deben empezar por las vocales, ya que todas la palabras las llevan.

e.       Cuando la letra está en la palabras, el voluntari@ la coloca len su lugar, por ejemplo, con la palabra  NURSE, que habría escrito  _ _ _ _ _, si alguien dice la letra  E, pondría  _ _ _ _ E.  En el caso de que la letra no esté en la palabra, el voluntari@ comienza a ahorcar al hombre, comenzando por trazar la primera línea, como se muestra en la figura: a cada nuevo fallo se va añadiendo una nueva línea a la figura del ahorcado, según el orden de la numeración que se muestra en la figura.

                                                  

f.         Si el voluntari@  ahorca al hombre su equipo gana. Se el otro acierta la palabra gana.

 

13.  YO PROCLAMO

 

En este juego los participantes deben de nombrar el mayor número de objetos de la clase posible, empezando por una letra del alfabeto que se da.

   Se realiza con la clase entera formando dos equipos:  

a.       Se nombra un apuntador para cada equipo.

b.       Cualquier jugador puede “proclamar” una letra del alfabeto, siempre que sepa un nombre de un objeto de la clase que comience por dicha letra, por ejemplo: I claim B (yo proclamo la B) de blackboard.

c.       Si otro jugador del otro equipo ve otro objeto que empiece conla misma letra, levanta su mano y dice: I claim  B- blackboard and book..  Si ningún otro jugador dice otra palabra en 10 segundos, el último jugador@ gana un punto para para su equipo.

d.       El equipo ganador es el primero que consiga más puntos durante el tiempo que el maestr@ considere oportuno  (10 minutos por ejemplo).

 

14.  YO ESPIO

 

Los jugadores tratan de adivinar un objeto que comience por una cierta letra del abecedario. En inglés se utiliza esta frase para comenzar: “I spy with my little eye something beginning with....D,M,T.....”

a.       Un chic@  de la clase dice la frase anterior con una letra poor la que empiece algún objeto de la clase en el que esté pensando, pñor ejemplo  D de door.

b.       Los demás, siguiendo un orden a mano alzada intentan adivinar el nombre del objeto.

c.       El chic@ que acierte se pone en el lugar del anterior, empezando con  “I spy with my little eye something beginning with...(P)”, y el resto de la clase intenta acertar.

d.       El juego termina cuando el maestr@ lo desee. No hay ganador@.

 

15.   20 QUESTIONS

 

   Juego muy conocido, que consiste acertar el nombre de un personaje famoso, de todos conocido en un máximo de veinte preguntas (twenty questions). Se procede así:

a.       Un voluntari@ de la clase sale al frente y piensa en un personaje famoso de cualquier tipo. Es una buena idea que el maestr@ sea quien salga primero para que la clase sepa bien las normas del juego.

b.       Por ejemplo se piensa en “El Rey Juan Carlos”. Los participantes van levantando la mano a medida que quieren preguntar. Normalmente el voluntari2 sólo puede contestar  Si/ No a las preguntas, pero para simplificar el juego se puede admitir respuestas con pistas:

-          ¿Es varón?_____________        Si

-          ¿ Es inglés?____________         No

-          ¿Es español?___________          Si

-          ¿Es deportista?_________          No

-          ¿Es cantante?__________           No

-          ¿ Es actor?____________            No

-          ¿ Es político?___________          Si

-          ¿ Es Presidente del Gobierno?___No

-          ¿ Es el rey de España?_____        Si

          De este modo el juego se habría acertado en 9 preguntas. El acertante sería el nuev@ voluntari@.

 

c.   En caso de no acertar el personaje, se podrían dar algunas pistas; y si aún así no se consigue, se dirá la respuesta correcta después de las 20 preguntas y otr@  sale como voluntari@.

    d.   La duración del juego la marca el maestr@.

 

15.  MÍMICA.

 

Este no es exactamente un juego. Suele hacerse en fiestas y en los patios de las escuelas. Es útil como actividad de clase, porque con él se produce cantidad de lenguaje.

   Procedimiento:

a.       Un voluntari@ se pone enfrente de toda la clase.

b.       Se le dice que mimifique algo, por ejemplo: Mime an animal/ an object/ a profesión... El voluntari@ puede mimificar un objeto por ejemplo  a watch (reloj), intentando usarlo, pretendiendo serlo (colocando sus brazos como las manecillas del reloj).

c.       Cuando los demás crean que ya lo reconocen, levantan la mano, siguiendo un orden. El niñ@ que identifique el mimo correctamente, reemplaza al voluntari@.

         Este juego puede usarse también con otras variantes:

    Variante 1:  con frases completas, e.g. I’m a policeman  (soy un policía).

a.       Se escribe la parte invariable de la frase modelo en la pizarra:  I’m___________

b.       Mimificar la frase completa  I’m a policeman, sin ser necesario hacerlo palabra a palabra. Se señala a uno mismo para significar  I’m (yo), y a continuación se mimifica  policeman.

c.       Es necesario para este juego hacer prácticas de mímica, con gestos que todo el mundo conoce e identifica, por ejemplo gestos faciales, con las manos, con todo el cuerpo, etc. Si hay referencias a tiempo ( hoy, ayer, mañana, tal hora), se puede señalar el reloj, y así sucesivamente.

               Variante 2: con frases verdaderas sobre uno, e.g. I go to the cinema tomorrow.

a.       Se pide a la clase que piense en una frase cierta sobre ellos mismos, sobre lo que 

      hicieron ayer o lo que van a hacer mañana.

b.       Un voluntari@ susurra la frase al maestr@, y la mimifica. La clase trata de  

      adivinarla.

 

16.  MAGEE SE VA A QUEDAR

 

Juego muy sencillo, en el que se trata de hacer reír poniendo caras graciosas.

Procedimiento:

a.       Cuatro voluntari@s se colocan frente a la clase.

b.       El primer voluntari@ (jugador 1), dice la frase  Mother Magee is coming to stay.

c.       El segund@ pregunta (jugador 2): What’s she like? (¿cómo es ella?).

d.       El jugador 1 contesta, por ejemplo: She’s got a mouth like this, y pone la boca de una forma graciosa.

e.       El jugador 2 pasa el turno al jugador 3, que repite el diálogo con el jugador 4, pero añadiendo algo más a la frase inicial: She’s got a mouth like this and a nose like this, y exagera su boca y su nariz.

f.        Ahora otro voluntari@ añade otra frase y gesto.

g.       Los voluntari@s que se rían, son eliminados y reemplazados por otros.

h.       El juego termina cuando el maestr@ lo desee.

 

17.  A MI PADRE LE GUSTAN LAS MANZANAS

 

Se puede jugar dentro o fuera de la clase. Se trata de pensar en nombres que empiecen por una determinada letra del abecedario, e.g. apples, books, cats, etc.

   Procedimiento:

a.       Se divide la clase en 2 equipos.

b.       Decir al primer jugador que piense en algo que empiece por A, y dice que su padre lo quiere, e.g. My father like apples.

c.       Decirle al segundo jugador, que está en el otro equipo, que piense en algo que empiece por  B, e.g. My father like books.

d.       Alternar entre los dos equipos, moviéndose a través del alfabeto. Dar a los jugadores 10 segundos para pensar una palabra, y dejarles  consultar con sus equipos. Dar un punto por cada frase. Las letras difíciles pueden ser omitidas ( j, q, v, x, z).

e.       El equipo que más puntos al final del alfabeto, o después de 10 minutos, es el ganador.

 

18.  CÍRCULOS Y CRUCES ( tres en raya)

Juego muy conocido que consiste en colocar tres círculos o tres cruces en una misma línea (seguidos). Normalmente se juega entre dos personas.

   En la clase sirve para dar a conocer o revisar casi cualquier concepto (números, colores, animales, expresiones sencillas...).

        Procedimiento:

a.       Escribir la siguiente tabla en el encerado:

1 2 3
4 5 6
7 8 8

b.       Se divide la clase en dos equipos, con un responsable y apuntador para cada uno. Un equipo son los círculos (0), y el otro las cruces (X).

c.       Se le pregunta al responsable del primer equipo que cuadro quiere:

-          What square do you want?.

-          Number 5.

Aquí se le hace una pregunta al equipo que elige la casilla 5, por ejemplo What’s your name. Consultan entre ellos por un máximo de 10 segundos; si aciertan, colocan el símbolo del equipo en la casilla, una (0) vamos a suponer.

d.       Se va siguiendo este procedimiento con los equipos, haciéndoles preguntas; si uno falla, la pregunta pasa al otro equipo. El primer equipo que logre poner su símbolo tres veces en raya (seguido), gana el juego.

 

 

19.  ROBOT                                                                 

 

Este juego es un juego divertido, donde los jugadores imitan los movimientos de un robot.

   Se puede utilizar para repasar conceptos o para introducir otro nuevos ( por ejemplo números, colores, días, acciones sencillas, saludos...etc).

      Procedimiento:

a.         Se pide a dos o más voluntarios para que sean robots.

b.         Se da una serie de órdenes a los robots que deben de seguir exactamente. Las órdenes son acumulativas, o sea, los robots no paran una acción cuando empiezan otra nueva. Por ejemplo: Maestr@: Walk...Open and shut your mouth...Touch your right knee...Say “I’ a robot”...etc.

c.         Los alumnus reemplazan al maestr@ con sumo placer y suelen pensar órdenes complicadas para los robots.

d.         El juego finaliza a juicio del maestr@.

20.  MEMORY GAME.

 

Hay muchos de estos tipos de juegos, donde se trata de memorizar el mayor número de objetos o conceptos de una determinada actividad.

a.       Colocar en una bandeja o sobre la mesa un número determinado de objetos (cosas de la clase, flashcards, etc...)

b.       Dejar que los observen durante unos segundos, y luego taparlos para que los alumnos traten de recordar tantos objetos como puedan.

 

21.  GUESSING GAMES.

 

Son juegos generales de adivinar determinadas cosas. En ellos puede haber:

-          Yes/ No questions.

-          Identificar sonidos.

-          Representar o mimificar (animales, acciones, muebles, habitaciones, formar palabras representando en grupo letras con el cuerpo- “Statues in the park”-.

-          Tocar cosas.

-          Pictionary:    ·Tratar de adivinar el objeto que se está dibujando poco a poco en la pizarra//  · Dibujar un objeto desde una perspectiva poco habitual o bien oculto en parte por otro objeto (Ej.: guess the animal that is behind the grass= adivinar el animal que está detrás de la hierba).

-          Usar flashcards (tarjetas con gráficos y dibujos de lo que se quiera tratar).

 

22.  SIMON SAYS.

 

Juego de órdenes, donde un tal “Simon” es la persona que da las órdenes que los alumnos ejecutarán al pie de la letra, siempre de conceptos ya conocidos; o como introducción de nuevos conceptos, que el profesor hará primero para toda la clase.

  Ejemplo:    Simon says:

-          What’s your name?--- el alumn@ responde.

-          Sit down- stando up--- el alumn@ lo ejecuta.

-          Open/ close the window/door…--- el alumn@ lo hace.

-          Show me number one, 2, 4, 5....---      “         “

-          Touch something red, blue, yellow….----    “         “

-          Etc, etc…. cualquier otra orden sencilla y que implique movimiento.

 

23.  CORNERS.

 

Los alumnos se sitúan en las esquinas de la clase, según el vocabulario que se propone (colores, números...), y la orden que se les da en el momento.

   Ejemplo:  colour red, open the door!//  Number 3, say your name!// Colour blue, touch your head!// Etc.

 

23.  HUMAN CHAIN.

 

Se va formando una cadena humana por la clase, con un punto de contacto entre los alumnos, por ejemplo:  Ana touch José’s head; Rosa touch Ana’s ear....

 

25.  BOARD RACE.

 

Se trata de hacer como una especie de “carrera de ir a la pizarra”.

a.       Se forman dos filas de alumnos que se sientan en el suelo. Los primeros de cada fila han de levantarse, tocar el dibujo que está en la pizarra que se les dice, y volver a sentarse en sus filas.

b.       Otra variante es asignar un número a cada niñ@; salen de la fila a la pizarra aquellos que tengan el número que se dice.

c.       Spelling board race:  se escriben y se enumeran cinco palabras en la pizarra. De las dos filas sentados en el suelo, el maestr@ aprieta al mismo tiempo las manos colocadas por detrás en la espalda de los primeros alumnos de cada fila, tantas veces como letras tiene una palabra del encerado. Ellos se irán apretando las manos de igual forma, hasta que el mensaje haya pasado hasta el último de cada fila, que se levantará y señalará la palabra de la pizarra que corresponda al número de veces que le han apretado la mano. El primero que lo haga, gana su equipo.

d.       Dictation race:  colocar en la pizarra o en algún otro sitio visible del aula una tarjeta con las palabras o frases que se habrán de dictar. En parejas y de forma alternativa cada miembro se levantará, memorizará una frase o dos palabras de la tarjeta y volverá a su lugar para dictarle al compañer@ lo que ha memorizado. Ganará la pareja que primero termine.

 

24.  CHINESE WHISPER.

 

Colocados los alumnos también en dos filas, se les da una orden al primero de cada fila, para que la vaya pasado al oido al siguiente de la fila, y así sucesivamente, hasta que el último ejecute la orden (ej.: tocar una tarjeta de la pizarra, coger un objeto del aula, decir en alto algo, etc....).

 

25.  FACE RECONSTRUTION.

 

Se dibuja el contorno de luna cara en la pizarra, y los alumnos van saliendo por turnos para colocar las distintas partes de la misma con los ojos tapados. Se puede hacer este juego por parejas, en pequeños grupos...

 

26.  MUSICAL STATUES.

 

   Los alumnos deben de bailar mientras se oye la música y quedarse totalmente quietos cuando ésta se detenga. Se van eliminando aquellos que se muevan.

   Como variante se les puede pedir que hagan algo si la afirmación que se les dice es cierta (“Touch your nose if apples are red”).

 

27.  PASS THE PARCEL.

 

   Se trata de hacer un corro en la clase con todos los alumnus, que van tratando de pasar objetos de unos a otros. El que no tenga ningún objeto en la mano al parar la música, o decir “stop”..., pierde, y sale fuera del círculo.

 

28.  THE TRAIN.

 

Se hacen 3 o 4 grupos en clase. Se asigna a cada grupo un nombre relacionado con un contenido determinado (“fruits”, “colours”, “numbers”...). Cada grupo se va incorporando a un tren que se forma alrededor de la clase, cuendo se les indique por su nombre, al tiempo que se imita el sonido del tren (“bananas, bananas, bananas,...”, “bananas, apples, bananas, apples, bananas, apples...”...). Se pueden imitar también los distintos ritmos del tren, como subir y bajar una colina.

 

29.  PICTURE DICTATION.

 

   Se trata de realizar un dibujo por parte de los alumnos según las indicaciones que se le van dando. Se puede hacer por parejas, ayudándose entre ellos.

   Ejemplo:  Draw a face// draw one eye// draw two noses// draw four ears....//etc.

     La pareja que termine primero y lo haya hecho bien, gana.