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By Shaney
Collected by Shaney Crawford, Former Participant of the Japan Exchange and Teaching
(JET) Programme (Fukushima)
These games and activities have been collected from various sources: past issues of the
Fukushima JET newsletter, games books, various CLAIR and AJET teaching resource guides,
and stuff left over from my predecessor. I apologize for not quoting sources, but I collected
them in such a hurry when I first got here that I can’t find the original sources in most cases. It
is safe to assume that I did not come up with all of these games, so please do not give me
credit for doing so. You can, however, assume that all mistakes are mine.
2. A-B PAIRWORK
Student A is given half of the information and Student B is given the other half. Students have
to work together and ask each other questions to fill in the missing information on each of
their sheets.
3. ADJECTIVES 1
Write down three adjectives and ask pairs of students to write down as many things they can
think of that all three adjectives apply to. For example, “big, cold, beautiful” might apply to
snowman, mountain, Alaska… Get students to come up with their own adjectives. See who
can get the most number of words.
4. ADJECTIVES 2
Choose some advertisements with big print and not too much writing on them. Number them
clearly. Black out two adjectives from each and make a list of the missing words. Before the
lesson, post the ads on the walls of the classroom somewhere. Dictate the list of adjectives
and tell the students that these are the words that have been blacked out on the walls. The
object is to match the adjectives with their ads. Students write the number of the ad that they
think that adjective appeared in.
5. ALPHABET 1
Use big cards. Go through the alphabet once in order then mix them up. Introduce the
pronunciation of B and V, M and N, and L and R carefully.
6. ALPHABET 2
Use chalk as a baton. Arrange teams behind a line before the blackboard. The first student
writes A in her/her team’s designated space, then passes the chalk to the next student. The
fastest team wins. The Japanese teacher monitors the kids to keep them behind the line.
Friends can call out from behind the line to help. Give points for speed and neatness. When
the students are confident with A to Z, get them to try Z to A. If some students can write the
whole alphabet, pit them against each other. Instead of running to the board, you can try
having wheelbarrow races or hopping races. The movement and the competition are important
in an elementary school.
7. ALPHABET 3
Use sets of alphabet cards. Make groups of 5 students. In the classroom, clear the desks to the
side. The students must make an alphabet line, card to card, from A to Z. Can use to check
recognition of capitals and small letters.
8. ALPHABET 4
Make two sets of alphabet cards, each letter about half the size of B4. Divide the class into
two. Distribute the two sets of cards amongst the students. Some of the students may get two
cards. The teacher selects a word for spelling. Each team has to spell the word by its members
rushing to the front and holding up their cards in correct sequence. The fastest team wins.
9. ALT’S APARTMENT
Draw an empty apartment on the board. Have students try to guess the contents. Draw them in
as they name them. For example, the students could ask, “Is there a chair?”.
16. BASEBALL 1
The class is divided into two teams. Four chairs are placed in the shape of a baseball diamond.
The AET/JTE proceeds to ask each team member a question which must be answered in a
complete sentence. If the correct answer is given, the player moves to first base. If the answer
is wrong, the player is “out”. When the team has three “outs” the other team comes up to bat.
17. BASEBALL 2
Draw a baseball diamond and a score board on the board. Students, in turn, are “at bat” and
choose how difficult a question to attempt: a single, double, triple, or homerun. If a student
answers correctly, s/he moves ahead the appropriate number of bases. The students who are
already on base advance the appropriate number of bases. Players who advance to homeplate
score a point for their team. If a player answers incorrectly, s/he is out. Once a team makes
three outs, the other team is up. This works well with spelling practice because it is fairly easy
to compile lists of easy to difficult words.
18. BASEBALL 3
Draw a baseball diamond on a piece of paper and place a pile of flashcards in the middle of it.
Divide the children into two teams and give each team some counters. The team takes turns at
bat. The first child on the batting team puts her counter on home plate and draws a card from
the top of the pile. Either the rest of the team or the pitching team ask her one or more
questions about the card (e.g. What is it? What colour is it?). If she answers the questions
successfully, she moves her counter to first base. There are various ways of proceeding from
here. (1) The same child can draw more cards. If she gets three more correct, she gets a home
run. If she makes a mistake, the turn passes to the other team. (2) The next child on her team
draws a card. If four different children make correct answers consecutively, their team gets a
home run. (3) She can choose not to go to first base, but to try for a two-base hit. If she makes
another correct answer, she can choose to move to second base or try for a three-base hit, etc.
Each team is allowed three outs before the turn passes to the other team.
19. BATTLESHIP
Students get into pairs facing one another. Each student gets a game sheet. The game sheet
includes two grids. One grid is for the students to place his battleships on. The other grid is
for the student to record his guesses on. On the student’s own grid, he places various “ships”.
For example, one battleship (taking up 4 connecting squares), two cruisers (3 squares) and
one submarine (1 square). Ships can be placed anywhere on the grid (horizontally, vertically,
but not diagonally). Students must not show their game sheets to other students. To make the
game sheet, put beginning parts of sentences in the squares of the first column (for example “I
am”, “You are”, “He is”). Then put the endings of those sentences in the squares of the first
row (for example “Japanese” “a good baseball player” “a high school student”). Students then
say these sentences to indicate which square on the grid that they are going to guess. For
example, “He is Japanese”, might indicate the square that is in the first row, third column. If
the partner has placed a ship in that square, he says “hit” and marks that square with a big
“X”. If the partner has not placed a ship there, he says “miss”. Then the other student makes
his own guess. Students record their own guesses on the grid made for that purpose. Students
try to “sink” each other’s battleships in this way. The student who sinks their partner’s entire
fleet wins.
20. BINGO
The game board can be any size as long as it is square (3X3, 4X4, etc.). If you are teaching
elementary school children the alphabet, use a 5 x 5 grid, which allows the children to fill in
almost every letter of the alphabet. Students are given the bingo grid and a bunch of words
that they are supposed to fill the Bingo grid with — have more words than spaces — once
they have finished, start calling out words or sentences that contain the words. Can also be
played with vocabulary words. Call out words and the students write them on the bingo grid
wherever they like. Then call out the vocabulary words one by one until someone gets bingo.
Vary the ways to win. Sometimes make it one row, sometimes make it two rows or a special
design (e.g. “T” or “X”)
24. BOGGLE
4X4 grid with letters. Students try to make words out of the connecting letters in any direction
(as long as the letters are in fact touching one another).
30. CHARADES
It’s usually best to introduce this game after playing Pictionary a few times. This game works
well for verbs. Students pick out a verb card then they act out the verb. The other students try
to figure out what the verb is. Can be played in two teams. For advanced students, ask for a
full sentence response. For example, “He is running.” instead of “run”. Can also be done with
nouns and adjectives. Another way to play is to get the whole team to act out a word so that
one of their members can figure out what the word is. The team has one minute to figure out
what their team-mate is trying to act out. If they guess properly, the team gets a point. If at the
end of one minute the team still hasn’t guessed, the other gets to try to steal the point. Yet
another way to play is to give one team a limited amount of time to go through as many cards
as they can (e.g. give them 90 seconds to do as many cards as they can).
34. COLLECTION
Collect one thing from every student and put it into a bag. Get students to close their eyes and
take things out of the bag one by one. Students go one by one and ask each other “Is this
your…?” They have three chances. Then they must go in front of the class and ask “Whose …
is this?”
35. COLOURS
Draw up an alphabet chart. Each letter is a different colour, but stick with about 5 colours.
Review these colours, then say the alphabet. Then, tell them from now on, they must clap on
the colour orange instead of saying the letter. If they get good at doing that, get them to do
something else for another colour.
36. COMMANDOES
Make up even teams. The first student falls down and then says go and then the next student
straddles the first student and falls down and says go. This is repeated until the team has
reached the end of the gym.
37. CONCENTRATION 1
Chant “Concentration, concentration now begins!”. Select a category. Students must say a
member of that category within a time limit (usually within four handclaps).
38. CONCENTRATION 2
Magnetic cards are put on the board with blank backs. The cards are arranged in pairs so that
English words match Japanese words. Students must turn over the cards until they find a
match. If they find a match, they can go again. Team or student with the most cards wins. For
beginners, get the students to leave the cards overturned. Then, if a student turns over a card
that has a matching card already showing, they have made a match. For advanced students,
get them to tell you which cards to turn over. E.g. Go up three and left two. Also, you can ask
students about the cards. E.g. What is it? What colour is it? Do you like it? If the student
answers incorrectly, they don’t get to keep the cards.
56. FISH
Give each student 3 or 4 cards and put the remaining cards on the teacher’s desk. The object
of the game is to get as many pairs as possible. Students janken, and the winner asks, “Do you
have a ~~?” The other student replies, “Yes, I do. Here it is.” or “No, I don’t. Go fish!” If the
student gets the card they asked for, they keep the pair, then ask the same student again. If the
student is told to “go fish”, they must take a card from the “fish pond” on the teacher’s desk.
Then the students ask other students in the class (jankening first to see who will ask who). Set
a time limit, or make play end when the fish pond runs dry. The student with the most pairs
wins. Can be used for vocabulary review, or review of target sentence (Do you have…, I want
a…, I’m looking for…, Please give me…”).
64. GO TO SLEEP
Divide the class into groups. Let students decide their order within the group (1 to 6). The
students in each group put their heads down except for the number ones. Think of a sentence
and write one word of the sentence for the number ones to memorize. Then tell them to go to
sleep and wake up the number twos. Give the number twos a word to memorize, and so on.
When all of the students have seen one word, get them to consult with the other members of
the group to put the sentence together.
65. GRAMMAR GAMBLE 1
Make a list of sentence pairs. The sentences can be either correct or incorrect (grammatically).
Students get into teams. Give each team voting cards. XX means both sentences are wrong.
OO means both sentences are right. XO means one is wrong and one is right. Give each group
$500. Read the two sentences then ask the students for their bets. Then get the students to
hold up their voting cards. Teams that are wrong lose their bets. Teams that are right win the
amount that they bet. Teams can bet for bonus money if the think they can correct the
sentences. The team with the most money wins. Can be played with betting minimums and
maximums.
72. HANGMAN 2
Involve competition. Each row is a team. The first student of each row says a letter, then the
next student in the row, etc. For every correct letter, award 1 point. Any student can guess the
word. The first hand up, if correct, gets 3 points to that row. If incorrect, minus 2 points. After
you’ve done a few words, get a student to think of a word and take your role.
75. HOW TO
Take the instructions for doing something simple (making toast, doing the dishes, etc.). Cut
the instructions up. Students have to put the instructions in the right order. Don’t forget to
include words like “first”, “next”, “then”, and “finally”.
77. INSTRUCTIONS
One person stands at the blackboard with their back to the class. The other students can see a
picture. The other students give instructions to the person at the blackboard. Compare the
picture with the blackboard.
78. INTERRUPTIONS
Give the students instructions like “Clap when you hear a word that starts with S. Snap your
fingers when you hear the EEE sound. Stand up when you hear the end of sentence.” Then
read through a passage and get them to follow your instructions while you read.
79. INTERVIEW 1
Can be used with any grammar point. Make up a list of questions that the students must ask
each other. Leave a blank space after each question so the students can insert the name of the
person who they asked, and that person’s answer. It’s best if the students can write down a
longer answer, i.e. “No, Akihiko doesn’t know how to climb mountains” rather than, “No, he
doesn’t”. Can also be made competitive by giving one point for asking a student of the same
sex, two points for asking the opposite sex, and three points for asking a teacher.
80. INTERVIEW 2
JTE and ALT dress up and act out a TV interview. Students must listen and take notes. Quiz
at the end.
81. INTERVIEW 3
Write the names of famous people or the names of countries on the backs of a set of cards.
Shuffle these interview cards and place them on a pile face down on the table or floor. Each
child takes turns to pick up a card and answer questions asked by the other children. The child
with the card takes the role of the person whose name is on the card or the role of the country
and answers questions as if she were that person or that country. The children should first be
encouraged to ask questions like “What do you do?” or “Where are you?”, etc. The other
children must guess who the person or what the country is. This can also be played in reverse
where the class knows who the person at the front is, but the person at the front doesn’t. Then,
the child at the front asks “What do I do?”, etc.
85. KARUTA 2
Spread some flashcards on the table or floor. The children put their hands on their heads.
When you call out a card, they try to touch or slap their hands on it. The successful child says
what the card is or makes a sentence using the word or picture on the card (preferably
repeated by the whole class). The successful child calls out another card, and the other
children try to slap their hands down on it.
87. KENDO
Review the names of the parts of the body. Get a student to draw pictures of people with all of
the parts studied. Using wrapping paper rolls, students must hit the drawing on the spot that
you call out. Pit teams against each other.
91. LADDER
Students get in two lines facing each other. Both lines must contain the same number of
people. The students then sit down, pairing up with the person who is in the same position in
the other line. They sit with their legs extended and the soles of their feet touching each other.
Then, each pair is given a number. When the teacher calls a number, the pair must get up, run
around everyone to one end of the line, and then run “up” the ladder (made by everyone’s
legs), past their spot, then around everyone to get back to their original spot. The person who
makes it back first scores a point for their team.
94. MADLIBS
This is a cloze activity where students must fill in the blanks of a storyline. The crazier the
better. An example of this activity could be: “This morning, I saw a _____________. It was
__________. It had many ____________ and ___________. It said ___________. Then I said
___________. Then it ____________. Then I ______________. Extra points for creativity.
97. MIDNIGHT
The students stand in a circle and number off from 1 to 5. The teacher calls out a number. The
students who are that number run around the circle and into the middle to touch something.
The first student to touch becomes “midnight”. After all the numbers have been called, the
teacher calls “midnight” and all the winners run. The winner of that set is the champion. (Can
be used with times — number the students from one o’clock to twelve o’clock.)
101. NUMBERS 1
Use flashcards to teach any group of numbers. Practise counting forwards, then backwards,
then by 2s, or 4s, etc.
102. NUMBERS 2
Have the students make a circle, sitting down, and hand out cards with the numbers you want
to teach the children. Every child need not necessarily have a number. Sit in the circle and call
number 1, having the child or children holding that number hold it up high for all to see. Have
the students repeat the number. Do the same with all the numbers. When the students feel
confident, call out numbers at random, and have them repeat after you. If not all the children
have cards, get them to pass their numbers on at some point.
103. NUMBERS 3
Let the children make groups, the number of children in each group corresponding to the
number card held by one child in the group. For example, a child holding an 8-card, must find
seven other people to be in his/her group. Once they are in their groups, get them to yell out
their number or get them to lay down on the floor and make their number with their bodies (2
or 3 dimensional).
104. NUMBERS 4
This is a game which many Japanese students will know. Get the students to form groups
according to how many times you blow a whistle or clap your hands. The students left over
must sit out (or they can face a penalty like having to sing an English song).
109. PICTIONARY
To introduce this game, pick out a picture card that the students are familiar with. Don’t show
it to the students, but draw the object on the board and get the students to try to guess what it
is. Once they guess correctly, show them the card. Do this again. Then, the student who
guesses correctly gets to draw next. After they guess this one, divide the class into two teams
and choose one student from each team to draw first. Give each student a piece of chalk and
show each of them a different picture to draw. It’s usually good to start with simple nouns.
Adjectives and verbs can be included later. The first team to guess what their picture is scores
a point. It may be advisable to keep the score fairly close by giving the team that’s ahead a
slightly more difficult picture to draw. The first team to score 10 points wins. When the
students are comfortable with this game, give them word cards instead of picture cards to
work from.
111. PLEASE
Give some instructions to the children (e.g. Please open your books. Please stand up. Please
touch the door.). Mime or gesture to help them guess what to do. The children can then take
turns giving similar instructions to the rest of the class. Give an instruction without using the
word ‘please’ (e.g. Open the door.). Indicate that they shouldn’t move. Then say, “Please
open the door.” and indicate that they should carry out the instruction. Continue playing the
game. They carry out the instructions that are preceded by ‘please’ but must not move if there
is no ‘please’. Children can be eliminated from the game if they make a mistake. The last
child to carry out an instruction can also be eliminated.
112. POSITIVE-NEGATIVE RACE
First student says “I like X. I don’t like Y.” Next student says “I like Y. I don’t like Z.” Go
around the room. Time the whole class and race against the other classes, or time each row.
113. PSYCHIC
You must have two teachers for this game (which shouldn’t be too hard to get). The first
teacher is the psychic. That teacher leaves the room while the students give the other teacher a
word for the first teacher to guess (e.g. pencil). The word must be a noun. The other teacher
comes in and makes a big show about reading everyone’s mind. Then, the non-psychic
teacher asks the psychic teacher questions like, “Is it a door?” “Is it a person?” “Is it a
computer?”. The psychic teacher says “no”. Then, the non-psychic teacher asks about
something that has four legs: “Is it a cow?” The psychic teacher says “no”, but s/he now
knows that the next word will be the right word. “Is it a pencil?” The psychic teacher says
“yes”. Four-legged things are the clue: desks, table, beds, animals, etc. This game can be
played many ways with many different things being the “clue” word. For example, in the
game “Black Magic”, the clue word is something that is black. You can try to use visual clues
also, such as looking at a pre-arranged spot. Students will get a kick out of trying to guess
how you are doing it.
116. QUIZ
Give the students a pop quiz on contemporary culture, your country, the school, or
vocabulary.
136. SHIRITORI
A student is given a word. The student must think of a word that begins with the same letter
that the first word ended with — i.e. hand –> door –> red –> desk… There is a time limit (e.g.
5 seconds). All students stand and the shiritori goes around the class. Students who do it in the
time limit stay standing, students who miss it must sit down. Good with English Resource’s
“Bomb”. Can also be done on paper. Each row gets a piece of paper. The first student writes a
word then passes to the next person in the row. There is a time limit and the paper keeps
going up and down the row until time is up. Teachers check the answers and award prizes for
the most number of words (with no spelling mistakes). This can also be done with syllables.
The first person must say a one-syllable word, then the second person says a two-syllable
word, the third a three-syllable word, and the fourth a one-syllable word again.
137. SHOPPING GAME
Divide the class into shopkeepers and shoppers. (You decide the balance.) Give shopkeepers a
kind of shop (e.g. fishmonger) and a list of things to sell. They make up their own prices.
Give shoppers a list of things to buy (different lists for each group). Each group tries to buy
their things at the lowest price. Some stores (such as grocery stores and convenience stores)
will sell some of the same things, so they may start discounting, etc. Make sure they all use
English — at least for the prices.
138. SHOUT
Introduce or review a set of flashcards by having students repeat them after you. Then divide
the students into teams and ask the students to identify a card. The first person to identify the
card wins the card for their team. You can also play two individuals against each other. This
gives you the chance to match students more evenly and give the shy or slow students more of
a chance to participate.
142. SNOWBALL
Hold a soft ball in front of you and say dramatically something like “I want to go home!” or
“I’m going to eat a hamburger!”. Throw the ball to one of the children, help her repeat what
you say and encourage her to add some additional thing she wants to do (e.g. “I want to go
home and watch television.” or “I’m going to eat a hamburger and an apple.”). The child then
throws the ball to another child who repeats what she said and adds another idea (e.g. “I want
to go home and watch television and listen to music.”) The activity continues in the same
way, each child adding one more item to the list.
143. SONG: 1, 2, 3, 4, 5, 6, 7
Students stand in a circle holding hands. The song goes like this: 2, 3, 4, 5, 6, 7 (students walk
seven steps in one direction) 2, 3, 4, 5, 6, 7 (walk seven steps in the other direction) 2, 3 (clap
hands) 2, 3 (slap knees) 2, 3, 4, 5, 6, 7 (clap hands of the students on either side) This song
appears on the TV show “Eigo de Asobu” so ask someone what the tune is. If you make up
your own tune, the kids will probably be lost. Most of the kids should know the tune anyway.
151. STATUES
Play the traditional game of statues. All the children stand up and dance or move around to
some lively music. When the music stops, they have to stand completely still or else they are
eliminated from the game. Stop the game to show the children how to mime various
adjectives. Call out an adjective (e.g. strong) and find a gesture (or facial expression) which
you all feel indicates that adjective. All make the gestures together and call out, “We are
strong!” after each of them. Play the game again calling out different adjectives each time the
children dance around. When the music stops, they have to stand completely still making the
appropriate gesture (and possibly shouting out, “We are …”). This can also be done with one
student making a sculpture out of another student while the music is playing. The sculpture
must indicate some sort of feeling or emotion or adjective. Then, the class tries to guess what
word the sculptor was thinking of.
152. STORE
Open a pretend store in the classroom. If it is a restaurant, let the students place the orders etc.
154. SUPERSTARS
Describe some person who all the children know (perhaps a singer, sports personality, or
another student or teacher) using the pattern ‘She’s from… I think she likes…and…”. Then
ask the child on your left to try to guess who she is. The children take turns to guess who the
person is (perhaps getting 10 points for being correct with the first guess, nine points with the
second guess, etc.) It may sometimes be a good idea to give other information like her age and
where she lives. The child who guesses correctly then describes another well-known person
for the other children to guess — the child on the left is always the first to guess.
155. SURVEY 1
Make a survey using what and who and when, and comparatives (bigger) and superlatives
(biggest). Compile the results and make a graph for the class.
156. SURVEY 2
Bring in picture of famous people from Japan and around the world. Each student has one
picture and a sheet with a space for the picture and a yes/no column. Students go around the
room asking the other students if they like the person in the picture. The student who answers
must sign in the yes or no column. A tally is taken at the end of the class.
157. SURVIVAL
This is a game to practise grammar structures. It is especially good to practise irregular verbs
and tenses. Have all of the students practice the structure first. For example, if you want to
review the present tense form or the word “be”, have them practise “I am, You are, He is…,
etc.”. Then, have all of the students stand up. Go down the row , giving each student a subject
word or words (I, Junko, we, Takeo and Hisae, she…). The student must answer by giving the
correct version of the verb you are practising (I am, Junko is, we are, etc.). If the student gives
the wrong answer, or cannot remember the correct one, he or she must sit down. The students
who remain standing at the end of the game are the “survivors”. This game is best played very
quickly, so if the student gives the wrong answer or hesitates for more than a few seconds,
have them sit down. You can always play another round to give those students who sat down
an extra chance. If you play one round of the present tense of “to be” then another round of
the past tense of “to be”, you can play a third round where the students don’t know what they
will get ahead of time. For example, you can say “He, present” (ans: he is), or “They, past”
(ans: They were). You may have to use the Japanese words for “present” and “past” to start
off with.
159. TANGLE
Everyone in a group stands in a circle with their eyes closed. Each person then extends an arm
into the middle of the circle and grips whichever hand they come into contact with. When
everyone has a partner, the other hand is brought in. When all hands are linked, eyes are
opened and the group must disentangle itself without anyone letting go of their partners.
163. TRANSLATION 1
Teacher says words in Japanese and students must translate them into English. Make it a race
for points. 1 translation = one point.
164. TRANSLATION 2
Give students a page of something printed in Japanese. Get them to translate any words that
they can into English. Give them points for every word that they translate. TV guide pages
work well.
165. TRANSLATION 3
Keep a list of the new words and phrases that the students have learned so far in Japanese and
English. Using each row as a team, I pit the first student of each row against one another and
so on down the rows. I say Japanese and the students must answer in English. The fastest
hand raised gets first crack at the answer. I usually give 1 point for each correct answer. If no
one knows, I’ll up it to 2 or 3 points. If none of the 6 students can answer, it’s a free-for-all
with anyone in the class having a chance. If one row has five students and the rest six, the
fifth student gets a second chance. Five or so minutes at the end of class is all you need for
this. You can really confuse them sometimes by repeating the same word which may have
two meanings (e.g. takusan-no [a large number of, many, a lot of] or hayai [early, fast]).
166. TRANSLATION 4
Prepare cards that have 5 English words on them or 5 Japanese words. In rows, students
compete to finish the most translation cards. The first person in the row goes to the teacher’s
desk and picks up a card. She translates the first word on the card and writes it down on her
team’s paper. She hands the card and the paper back to the person behind her. He translates
the next word, and so on. The student who finishes the last word brings the card up to the
teacher and takes another one. The card gets handed to the next person in the row to continue
translating. The team that translates the most cards within the time limit wins.
171. VOTE
Rows of students work as a team. Each row is given three number cards (1,2,3). The teacher
asks a question with three answers. Students guess which one is right as a group and place
their group vote. Points for the right answer (or you can use fake money).
173. WHAT AM I?
Students stand in a circle. Clip a picture to the back of each student — they should not see
their own picture. They must not tell each other what picture is on their backs. They must
circulate and ask each other questions which can only be answered by yes or no until they
figure out what they are. After they have figured it out, they keep circulating to help others
find out what they are. You can make it more challenging by giving each student a class list
and getting them to check off each student that they ask. They can only ask a student one
question. If you have advanced learners, after the activity, you can discuss the appropriateness
of the person’s object to their own personality.
179. WHO AM I?
A student stands at the front of the class facing the blackboard. A student in the class stands
up and says, “Good morning (name). Who am I?”. The student at the front has to guess who
said it. This game encourages students to speak in a loud, expressive voice. This can be used
for various greetings and statements. Make the guessing student reply to the greeting (e.g.
Good morning (name).) After a couple of times, suggest that the students alter their voices.
Finally, involve the teacher. You’ll find that the person who usually can’t identify the voices
that well is the teacher.
180. WHY?
Ask the students questions like: “Why have you got ~~ in your bag?” For example, the ~~
could be a monkey, an axe, Kocho-sensei. Students who come up with the best/most
outrageous answers win a prize. Best to give them some time to think about this one. Give the
question to them at the beginning of class or assign it for homework.
185. YES/NO 1
Teachers ask students yes/no questions. In their answers, students must NOT use yes or no.
Give a prize to the student who lasts the longest.
186. YES/NO 2
One child thinks of an animal and the other children try to figure out what it is. The children
take turns asking yes/no questions like, “Do you have four legs?” or “Are you bigger than a
dog?”. If the answer is yes, the child can guess the name of the animal by asking, “Are you a
…?” But, if the answer is no, the next child asks a yes/no question. The child who guesses
correctly then thinks of a different animal and the other children try to guess what it is. It is
possible to give points for each correct guess, but the game can also be played without
competition.