Interactive Games and Activities for language learning
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Introduction Intro duction About Games and Activities Games and activities can be regarded as integral components of language development. They provide concentrated use of language, language , meaningful meaningful contexts, opportunities for real, spontaneous communication and elements of enjoyment that capture learner interest. These make games g ames and activities vital links between structured language practice and ‘real world’ language use. Games and activities can also be used as extremely effective and efficient needs analysis tools, where areas of strength and improvement can easily be seen.
When to Use Games and Activities Activities Due to their unpredictable, dynamic nature and spontaneous use of language, games and activities are well-suited to situations and times of free and open communication, as opportunities for participants to use language they have previously studied. Also, because because of their inherent interaction requirements, games games and activities are ideal for situations where participants are not familiar with one another, and, therefore, act as reasons, focal points and avenues for communication. Furthermore, due to their adaptability and flexibility, games and activities can be used with participants of all language abilities, from elementary through to advanced levels.
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About This Book
About MASTERTALKER
The games and activities in this book are communicative in nature, rather than having set linguistic goals. Hence, the focus of this book is on interaction and successful communication, rather than correct use of language . Never Nevertheless, theless, in order to complete the games and activities, participants must still use the required language effectively effectively..
MASTERTALKER provides opportunities for language learners to experience highly interactive and enjoyable learning environments. MASTERTALKER MASTERT ALKER learning aids are simple and quick to set up, have have been developed specifically to enable language learner interaction, and assist with accurate assessment of learner abilities.
Games and activities, by their very nature, are interactive. However, many of them presented in this book lend themselves to highly interactive, whole group participation. Unlike other similar books, book s, these games and activities have not been divided into levels of ability, as many are easily adjustable to suit needs. Furthermore, all the games and activities in this book have been designed so that traditional tools, such as pens and paper, are not required, allowing flexibility of environments and minimal preparation.
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Copyright Statement Copyright and other intellectual property laws protect this material. A single copy of this material may be made, solely for personal, non-commercial use. Beyond that, with the exception of the sample document, reproduction or retransmission of this material, in whole or in part, in any manner, without the prior written consent of the copyright holder, is a violation of copyright law. Individuals must preserve any copyright or other notices contained in or associated with them. Users Users may not n ot distribute such copies to other s, whether or not in electronic for m, whether whether or not for a charge or other consideration, without prior written consent of the copyright holder of the material.
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What has all the ESL stud studen ents ts talki talkin ng ?
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. MASTERTALKER
®
A
The interactive language game
Language learning the fun way MASTERTALKER ® language learning aids have been developed specifically to enable language learner interaction, while also assisting ESL teachers to accurately assess student abilities. Activites are simple and quick to set up, and focus on key learning areas such as grammar, vocabulary, reading, speaking and listening.
English through Interaction
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‘The great thing about this game is that it is so adaptable. The students really like it. The rules are so simple that students don't get confused. Great resource! resource! ’ Anne Cox, ESL Co-ordinator, South Oaks Centre Visit www.mastertalker.com to find out more!
Contents Cont ents Bargain Hunt........................................................ Hunt........................................................ 5
Personality Ranking ........................................25
Best Friends.......................................................... Friends.......................................................... 6
Personality Situations .............. ............................. ......................26 .......26
Cops and Robbers........................................... Robbers ........................................... 7
Prize Winners ...................................................27
Do You You Know Them?....................................... Them?....................................... 8
Public Figures .....................................................28
Family Vacations ................................................. 9
Same Place, Same Time .............. ............................. .................29 ..29
Grid Races .......................................................... ..........................................................10 10
Sentence Memory .........................................30
Guess the Rule................................................. Rule .................................................11 11
Social Butterflies ..............................................31
Hello Captain.................................................... Captain ....................................................12 12
Speed Friendship Making ...........................32
Housemates....................................................... Housemates .......................................................13 13
Storylines .............................................................33
Job Interviews................................................... Interviews ...................................................14 14
Storylines in Secret ........................................34
Join in the Chorus ..........................................15
Theme Teams Teams ............. ............................ ............................. ........................35 ..........35
Let’s Do It! ..........................................................16
Things in Common ........................................36
Life Swap .............................................................17
Top Three .............. ............................. ............................. ............................. .................37 ..37
Movie Scene ......................................................18
Tough Lives ............. ............................ .............................. ............................. ..............38 38
Nice to Meet You............... .............................. ............................. ..............19 19
Trivia Quiz...........................................................39 Quiz...........................................................39
Non-Verbatim Non-V erbatim............... ............................. ............................. ......................20 .......20
True or False............... .............................. ............................. ........................40 ..........40
Not-So-Celebrity Heads ............. ............................ ...............21 21
Twenty Questions ............. ............................ ............................. ..............41 41
Opinion Challenge .........................................22
What Am I Doing? .........................................42
Paparazzi ..............................................................23
What Is It? ...........................................................43
Personality Guess............... .............................. ............................. ..............24 24
Yes No Groups .............. ............................. ............................. ...................44 .....44
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Bargain Barg ain hunt Divide the participants into two groups: sales assistants and customers.
Customers go shopping in the shopping mall. (That is, visit the sales assistants in their shops).
Nominate how much money the customers each have.
Sales assistants must try to sell as much of their product as possible.
Tell the sales assistants assistan ts to think of one product to sell and to decide on the price of that product. (It must cost the same as or less than the amount of money each cus tomer has).
Continue until all customers have spent as much money as possible (within their limit), or for a set time limit (e.g. (e. g. twenty minutes).
Instruct the sales assistants to go somewhere in the room and ‘set up shop’.
Winner: The sales assistant with the most money at the end.
Note: All participants must constantly keep track of how much money they have.
Variation: All participants are sales assistants and customers simultaneously simultaneously.. All participants can buy other items (from anyone) and sell their one product (to anyone).
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Best friends Divide participants into two teams. Take one team to a place where they can not see the other team. Participants in each team pair up and imagine they are best friends.
Bring everyone from both teams together. Participants split up from their best friend and team, mingle with participants from the other team and explain the five things they have in common with their best friend.
Participants discuss their lives, habits, likes/dislikes with their best friend and find five things they have in common. For example, they both have pet dogs, they both go to the supermarket every Saturday morning, or they both like cycling.
If the person they are talking to can correctly guess who their best friend is, they and their best friend are out of the game and must move to the side or sit down.
If there are an odd number of participants, one team has one set of three best friends.
If the person they are talking to can not correctly guess who their best friend is, they can continue to mingle and meet with other participants.
Eventually, as correct best friends Eventually, are guessed and removed from the game, participants from only one team remain. Game ends when members from only one team remains in the game and all members from the other team are out of the game.
Winner: Team whose members remain in the game at the end.
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Cops & robbers Put the par ticipant ticipantss into small groups.
Tell everyone ever yone that there was a crime last night. nig ht. Someone Someone robbed a bank between 9pm and 11pm. Take one member from each group out of the room. Choose one of these as the criminal. These members are all friends, including the one o ne criminal. The friends must make a story about last night, claiming to be each other’s alibi and that they were all together last night. Before they make the stor storyy, take the criminal away from his/her friends. The friends then have five minutes to make the stor y.
Tell the other people in the groups (in the room) that they are all de tectives and the people outside are all suspects, but they have to find out which one of them is the criminal. They have six minutes to think of questions to ask all the suspects. At the end of the five minutes, when the friends have made up a story, they have one minute to quickly tell the criminal what the story is.
After a certain cer tain time, suspects change groups and are questioned by a new group. Repeat until all groups have questioned all suspects. At the end, each group discusses who they think the criminal is. Reveal the criminal.
Suspects come back inside the room. One suspect goes to each group and is questioned.
Note: The criminal is usually found as having the least information about last night, as he/she had only one minute to learn of the story made up by his/her friends, fr iends, whereas the friends had five minutes to discuss it in detail.
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Do you kno know w them? them ? Divide the participants into teams of three or four. Choose one person from each group (Person A) to go out of the room or to a place where they can’t hear the discussion. Choose another person from each group (Person B) to be the one who answers questions. The remaining participant(s) in each team must ask five questions to Person B about Person A. (For example, ‘Where does A live?’, ‘What TV show does A like to watch?’). Person Person B must answer these five questions to the best of their knowledge. If the answer is not known, Person Person B must make up or guess the answer.
When the five questions have been answered, bring Person A back into the room. The team then asks Person A the same five questions to see if Person B was correct in his/her answers. For every ever y correct answer, the team scores one point. Repeat the activity until everyone in each team has played all the different roles (Person A, Person Person B and the one that asks the questions).
Winner: Team with the highest score at the end of the game.
Variation: Use specific topics related to Person A (e.g. his/her past, interests) Use hypothetical questions (e.g. ‘What would Person A do if …?’) Use hypothetical Yes/No questions (e.g. ‘Would Person A … If…?’)
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Family Vacations Choose three participants to be travel
Allocate an amount of money for
Travel agents can adjust their packages
agents. Move them to the front of the
each family to spend on their holiday.
accordingly.
three shops, for example, think of
Travel agents think of a holiday
Families choose a final holiday
a name for their business, decide
package for equal to or less than
package.
whether they cater for luxury or
that amount of money.
room and tell them to set up their
budget customers, etc. Members of each family spread out Divide the remaining participants into
individually and discuss the packages
groups of equal numbers. numbe rs. Tell each
with separate travel agents.
group that they are one family and must decide what roles they have in
Families come back together to
their family, e.g., the father, mother,
discuss their options.
daughter, etc. After discussing their options, families Tell each family they want to go
may want to bargain with the agents
on holiday and must buy a holiday
to get a better deal.
package from one travel agent.
Winner: The travel agent with the most money at the end.
Note: For a large number of participants, adjust the number of travel agents and the size of the families accordingly.
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Grid Races Put the participants into teams of four and number each person in each team from one to four. Taking the first team, Player 1 stands at one end of the room while Player 4 stands at the other end of the room. Players 2 and 3 stand between Players Players 1 and 4, such that players are an equal distance from the person next to them.
Tell Player 1 from each team the topic. Player 1 from each team then races to their team mate, Player 2, and describes the topic , without saying the name of the topic. Player 2 then races to Player 3 and repeats what Player 1 has told them. Player 3 then races to Player 4 and repeats what Player 2 has told them. Player 4 must guess the topic.
Repeat for the second team, standing some distance beside the first team, and then for all teams so that eventually a grid has been formed by all participants. Choose a topic for the game. See example topics below.
If Player 4 can guess the topic, he/she must say shout out the topic. If correct, that team scores one point. If not, play continues until a team correctly guesses the topic and says it aloud.
If Player 4 can not guess the topic, other team mates can give additional information, but only to the player immediately after them. That is, Player 1 can only give information to Player 2, Player 2 can only give information to Player 3 and Player 3 can only give information to Player 4. Repeat for various topics, changing the positions of players. For example, Player 1 becomes Player 2, Player 2 becomes Player 3, and so on.
Winner: Team that has the most number of points after a certain time (e.g. twenty minutes) or team that is first to reach a set number of points (e.g. ten).
Example topics: a spor t, a kind of food, an object, an animal, a job, an ar t form, a famous person, a famous company
Variation: Each team has ha s a ‘baton’ (an object of choice) and a player can only speak when they have the baton.
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Guess the Rule Divide participants into teams of
Once they think they have worked
equal numbers.
out the rule, the ‘outsider’ must go back to their own team, and another
Each team decides on a ‘rule’ for their
member of their team must go off to
group during discussions.
another group to find the next ‘rule’.
See examples below. Game continues until one team Teams conduct a discussion about
thinks they know the rules of all other
anything the group wants to talk
groups. This team then explains all of
about (or give them a specific topic
the rules to the whole room. If they
to discuss).
have guessed correctly correctly for every r ule, that team is the winning team and the
One member of each team visits
game ends. end s. However, However, if they haven’t
another group and engages in that
guessed correctly, game continues
group’s discussion. They can interact
until a winning team is found.
by asking and answering questions or commenting just like other members. This ‘outsider’ must try and work out what the ‘rule’ for that group is.
Example rules: Participants must put their right hand on the right leg before answering a question. Every answer to every question must start with ‘I think’. Only females ask questions, and only males answer questions.
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Hello Captain Stand or sit half of the participants in a line, and stand or sit the other half of the participants directly opposite them. If there are an odd number of players, one person person stands or sits by himself/herself at the head of the group, as a person would sit at the head of a table. Nominate one person to be the Captain, one person to be the Pirate and another person to be the Joker. Decide on a topic for the participants to talk about. Participants discuss the topic with the person standing/sitting opposite them for a set time limit (e.g. two minutes). (If there are an odd number of par ticipants, the player standing or sitting at the head of the group doesn’t participant in discussion, but watches the group and rests.)
When the time has finished, all participants stop talking and the joker swaps positions with another participant of his/her choice. Next, all par ticipants move to the left one position, in a clockwise manner. Participants again speak about the topic for the set amount of time. When the Captain begins to speak however, he/she must start the conversation with ‘Hello Captain’, thus transferring the title of ‘Captain’ to the person standing/sitting opposite him/her. Likewise, the Pirate transfers the title of ‘Pirate’ to the person opposite him/her by greeting them with, ‘Hello Pirate’. Pir ate’. Similarly, the Joker transfer s the title of ‘Joker’ to the person per son opposite them by greeting them with, ‘Hello Joker’.
of moving one space to their left, this time all participants move two spaces to their left. After each discussion period, perio d, the number of spaces moved increases, so that next time players move three spaces, then four, then five, and so on until the final round, where players move ten spaces. Again, after each round, the transference of titles is marked mar ked by the greetings of ‘Hello Captain’, ‘Hello Pirate’ Pir ate’ and ‘Hello Joker’ to those standing/sitting opposite the current Captain, Pirate and Joker.
When the set time for discussion has finished, the joker again changes position with another participant of his/her choice. Next, instead
Winner: Player at the end that holds the title of Captain.
Loser: Player at the end that holds the title of Pirate.
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Housemates House mates Divide the par ticipants into groups
Likewise, the people looking for a new
After each house has interviewed inter viewed all
of four.
place to live need to ask questions to
potential new housemates, the most
the housemates to see which house is
welcome housemate must be chosen
most appropriate for them.
by the current housemates, and the
Select one participant par ticipant from each group to come to the front of the room.
vacant room in each and every Before beginning, give everyone time
house filled.
to think of some questions they These participants at the front are
would like to ask. For example,
If suitable matches towards the
looking for a place to live.
questions relating to jobs, interests,
end can not be found, agreements
cleanliness, friends, times to get up
between other houses and new
and go to bed, food and personality.
housemates may be broken, and
The remaining three members in each group live together in a house that has
renegotiations can be made in the
one vacant room, and are looking for
The people looking for a new place
hope of brokering deals and finding
a new housemate.
to live visit a house for an interview.
solutions solutio ns for everyone.
When the interview is over, they The housemates must interview each
move on to the next house for a
person looking for a new place to
new interview inter view..
live to see which person would be the most welcome addition to their household.
Variations: Assign particular traits to all participants looking for a new house. For example, personality, job, age, relationships.
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Job Interviews Divide the participants into two groups: employers employers and an d candidates. Employers are small business owners and have one job vacancy for their business. Employers must decide what kind of business they have and tell the group of candidates what job is available. Candidates visit employers that they want to work for and try to get the job.
If candidates do not get their desired job, they must choose a new job and a new employer. Activity continues until all job vacancies are filled. If anyone towards the end can not find a job or new n ew employee, employee, they may ask other employers / employees to renege on their previous agreements and re-enter the discussions in the hope of brokering a deal.
Employers interview each candidate and chose the best person for the job.
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