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Page 1: Games for all
Page 2: Games for all

INDEX

WARM-UP GAMES

To present Vocabulary

Key Hole

Learn 5 new words

Backwards and forwards

Right or Wrong? Right or Left?

Group mimes

Fruit Salad

La Chasse au Trésor

Missed One Out

True or False

Choices

Match Them Up

Flipping:

Run and touch or Flyswatters

Back writing (or Chinesse Whispers)

To practice Vocabulary

Acting

Picture Drawing

Noughts and Crosses with a twist (3 in a line)

Swap

Musical chairs

Quickpix

Mallet game

Spin the Bottle

Word Snakes

What's on my head?

Hot seat

Freeze game

Hop and say

Volleyball game

Categories

Against the clock

To create good atmosphere

Chef d’Orchestre

Puppet Conversation

Exersices

Knock-Knock or Can I come in please?

To practice Structures

Change places

Talking topics

My Answer is

Back writing (or Chinesse Whispers)

Find Someone who

Page 3: Games for all

CLASS MANAGEMENT GAMES

Hands Up!

Silent Ball

LISTENING GAMES

Listening race (Listen, run and stick)

Rise or order the mini-storycards

Mime the story

Drawing dictations

Missed One Out

Right or Wrong? Right or Left?

WRITING GAMES

Building bricks

Paired dictation

Running Dictation

Horse race dictation

Chain drawings

The Chat Room

In the teach

STORY GAMES

One word stories

Writing consequences

Gobbledygook

Start and finish the story with

VOCABULARY GAMES

To present Vocabulary

Learn 5 New Words

Missed One Out

Backwards and forwards

Flipping

True or False

Choices

Key Hole

Match Them Up

Group mimes

La Chasse au Trésor

Fruit Salad

Right or Wrong? Right or Left?

Syllables

Run and touch or Flyswatters game

Word Search (Prepare and do it)

Back writing (or Chinesse Whispers)

To practice Vocabulary

Acting

Picture Drawing

Noughts and Crosses with a twist (3 in a line)

Swap

Musical chairs

Quickpix

Mallet (mazo) game

Spin the Bottle

Word Snakes

What's on my head?

Hot seat

Freeze game

Hop and say

Volleyball game

Scrabble letters

Against the clock

Categories...............................................................................................................................

Page 4: Games for all

PLAYGROUND GAMES

TOPIC GAMES

The Alphabet

The alphabet

Colors

Color color

Traveling-COLORS

Buffalo Bill – COLORS

Spaceman – COLORS

People to People – BODY

King or Queen Up-NUMBERS

Bear Chase-NUMBERS

“Guess What it is”-NUMBERS

“EL PAÑUELITO”-NUMBERS

Cats and dogs – ANIMALS

Cats and dogs- ANIMALS

Red Lion - ANIMALS

Man From Mars-CLOTHES

My Ship is Carrying-VOCABULARY

Midnight – TELLING THE TIME

New Orleans or Traders-MIMING VOCABULARY

“El balón que quema” (Flashcards)

NOT TAGGING GAMES

“PIES QUIETOS”.

One Move Behind (Visual Game)

Red Light Green Light – Directions

Run Rabbit Run

Who has the object or where is the object

Who’s Missing

Mouse Trap (ratonera)

TAGGING GAMES

Astronaut

Fox Hunt

Blob Tag (Wolf Tag) (RELATIONSHIPS)

Stuck in the Mud (RELATIONSHIPS)

King Kong

Ocean is Stormy

Old Gray Cat

Rock, Paper, Scissors

PALMADAS CORRIDAS

EL COMECOCOS

COGE EL TREN

EL ELEFANTE RESFRIADO

¡QUE VIENE EL LOBO!

BATALLA DE SERPIENTES.

EL MONSTRUO DEL LAGO.

EL HOMBRE DEL SACO

EL CASTILLO ENCANTADO

ZORRO CAPTURA AL POLLITO

Page 5: Games for all

WARM-UP GAMES

To present vocabulary

Key HoleA piece of paper with a keyhole or circle cut out of it. Children see part of a picture and state which one they think it is.

Learn 5 New Words

1. Make groups of five and choose five words that are new to the students. 2. Assign a word to each student. 3. Go in order repeating the words. 4. Go until you have done 3 laps (each student will say each word three times).

5. E.G. Weather: a. Student 1 → Rainy… b. Student 2 → Rainy, cloudy… c. Student 3 → Rainy, cloudy, sunny… d. Student 4 → Rainy, cloudy, sunny, windy… e. Student 5 → Rainy, cloudy, sunny, windy, stormy… f. Student 1 again → Rainy, cloudy, sunny, windy, stormy, Rainy…

6. You’ll be surprised how well the students remember the new words!

Backwards and forwards

Pupils repeat in sequence backwards or forwards as teacher goes backwards or forwar

Right or Wrong? Right or Left?

This is a good activity for checking information for younger learners.

Line up the class in a row facing you.

Say a sentence and students have to decide if the sentence is right or wrong. For

example, ‘Today is Friday' or ‘Mateu is wearing a green jumper'.

If the sentence is right students take a big step to the right. If iwrong, they to the left.

When the students get the idea, one of them can make up the sentences.

If you like, the last person to step, of the students who step the wrong way, can be

eliminated.

Group mimesDivide the class into small groups. Give each group a word or a phrase to mime and then shout ‘Go!’ (or put music) in whichever language you are teaching. The groups all begin miming their word. After a few seconds, shout ‘Stop!’ (or stop the music) and they all freeze. The other groups must guess which words / phrases were being mimed.

Page 6: Games for all

Fruit Salad

1. The students sit in a large circle. 2. Students are assigned an animal and its actions. Example: Crocodile: snapping hands, tiger, roar.3. The teacher calls out two animals and those animals run around the circle doing the actions. 4. Last one back goes into the ‘zoo’ in the middle.

La Chasse au Trésor

Send a child out of the room. Hide the item or flashcard. Child returns and class chants the word / phrase getting louder the nearer the seeker moves to the hidden object and quieter the farther away s/he is. Seeker must find it and say the word!

Missed One Out

Stick a series of pictures (flashcards) onto the board.Repeat them all one after the other very quickly but miss one or two out. Children identify which ones have been ‘forgotten’. This supports listening skills.Select a child to repeat the names in place of teacher.

True or FalseTeacher gives a word/phrase and shows a picture. Children say, ‘true’ if they think it is correct and ‘false’ if they think it is wrong.

ChoicesTeacher gives two possible words / phrases and children select the one they think is correct.

Match Them UpChildren match text flashcards and pictures ones together. (find partner)

Flipping: Teacher flips card over quickly giving the class a mere glimpse of the picture.

Run and touch or Flyswatters (matamoscas) game

This game is good topractice and review any type of vocabulary. The teacher puts flashcards in a circle on the floor or sticks them on the walls of the classroom. Then the teacher makes a sentence using one of the words on the cards. Students have to run to the word or card and slam it with their flyswatters. To get the necessary reward or praise,a studenr has to hit the word with the flyswatter and repeat the sentence the teacher used with the word or for low levels, simply repeat the word. Teachers can also make things more challenging by describing the word on the picture. For example "It is an animal with a long nose." Students run and slam Elephant.

Page 7: Games for all

Back writing (or Chinesse Whispers)

This is a good activity for restless younger classes.

Put students into teams (no more than 8 or so in each team) and get each team to line

up facing the board.

The student at the front of each team needs chalk or a board pen. Show a word or a

picture to all the students who are at the back of each line. Use a word you've studied in

class, that all the students should know.

The students at the back of the line should ‘write' each letter of the word with their finger,

on the back of the student in front of them in the line. The students pass the word down

the line by doing the same and ‘writing' the letters in turn on the back of the student in

front of them.

The student at the front of the line writes the letters on the board to make the word.

The first team with the word written correctly on the board wins.

A few words of warning with this activity; it's a good idea to start with short words and short

lines of students as it can take a while to pass the letters down the line. Also if your

students aren't used to this type of ‘touchy' activity you may want to change the game to

students whispering the letters rather than writing on backs.

Page 8: Games for all

To practice vocabulary

Acting

1. Ask for a volunteer from the class. 2. Tell him/her a word in which he/she must act. Have the class guess. Examples: Fishing, war, fairy, queen, rock star, teacher, Wayne Rooney, gorilla, nurse, sumo wrestler, truck driver, pirate, bear, sleepy lizard

Picture Drawing

1. Ask for a volunteer from the class. 2. Tell him/her a word in which he/she must draw. Have the class guess. a. Have a student draw with their eyes closed: Examples: The moon, football, spaghetti, yacht, hot dog, snake, a butterfly, a banana, a t-shirt, etc. b. Now with their eyes open: Examples: School, a toilet, Australia, beach, tractor, a net, an onion, Christmas, a pen, a computer, a city.

Noughts and Crosses with a twist (3 in a line)

Select nine words or phrases and list them / stick pictures in a line at the edge of the board. Letter them a – i. Teacher draws secret grid on separate piece of paper and places the letters a – i in at random. Teacher then draws a large noughts and crosses grid on whiteboard and numbers the boxes 1 – 9, A-CDivide the class into two groups – noughts and crosses. Children select a box by saying the number and says the flashcard Word.

Swap

Students sit in a circle and flashcards faced down in the middle. When teacher says SWAP, students change seats. (have to stand up and run to another seat). The teacher tries to find a seat also. There will be one student standing. That student will pick up a card and use it to make a sentence.

Musical chairs

Bring some nice kids music to class. Put chairs in circle and make it short by one chair. Put flashcards in the middle. Students listen to music and when you stop it they sit down. The one person who remains standing says the flashcard. Game continues. Good for young learners.

Quickpix

1. The students work in two teams. 2. In each team, each students has a unique number (1, 2, 3, 4, 5, etc.) 3. Call a number and a letter (e.g., 4 P). The #4 student from each team will have to stand up, run to the board and draw something that starts with that letter (in the example, the number four students will stand up and draw something starting with P, like a pirate or a pencil.) 4. The rest of the team has to guess what the drawing is.

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5. The first team to guess wins one point.

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Mallet (mazo) game

Bring two chairs to the front or center of the class and put them back to back. Split the

class into teams. Choose or let students volunteer to come sit back to back. Tell them

what the rules are. The students will say words related to a group of words. For

example you can tell them to say animal words or words related to animals.  When the

teacher raises the mallet over a student’s head s/he has to say an animal.

A word cannot be repeated in one sitting of the game.

Students cannot wait for more than 4 seconds before saying a word.

Shorten the time as you advance in the game.

Every time the above rules are violated the student gets a mallet hit on his head.

Then replace the student with another student and continue with the game.

Caution: Some kids can be delicate, even when using a soft mallet, do not hit their heads

too hard. To start the game sometimes, kids find it fun when you test the mallet by hitting

your own head hard.

Spin the Bottle

Sit Ss in a circle with a bottle in the middle.  T Spins the bottle.  When it stops spinning the S it is pointing to has to answer a question.  If the answer is correct then that S can spin the bottle.  This is a good class warm up activity (e.g. What did you do last weekend? Did it rain yesterday? What did you have for breakfast this morning?).

Word Snakes

This is a simple word game to start or finish a lesson. A word snake is simply a chain of

words where the following word starts with the last letter of the previous word. Here

are a few examples.

Food

Spinach – ham – melon – nuts – sausage – egg – garlic – cheese…..

This game is harder than it looks so offer students lots of help and support, and maybe

even a dictionary.

Page 11: Games for all

What's on my head?

This activity is good for practising or revising vocabulary.You will need rubber bands, mini-flashcards and a timer (or a sand clock).

Divide the class into groups of 4's or more and get each student to wear a band around their head. Give a bunch of cards to each group, making sure all cards are facing down.

In turns, each student grabs a card and, without looking at it, places it on his/her forehead, so that the rest of the group can see it.

Each member of the group takes turns to ask questions until he/she guesses what is on the card. The other members of the group should only say yes and no, or give short answers. Set a time limit per person (1-2 mins time each).

Students should come up with questions likeAm I a lion? - NoAm I a crocodile? - NoAm I an animal? – Yes

Hot seat

This is a good activity for getting for revising vocabulary.

First, split your class into different teams

Sit the students facing the board.

Then get one member from each team to come up and sit in the hot seat chair facing their

team-mates and have their back to the board.

Write a word clearly on the board.

Students in the teams to describe that word, using synonyms, antonyms, definitions etc.

to their team mate who is in the hot seat - that person can't see the word!

The student in the hot seat listens to their team mates and tries to guess the word.

The first hot seat student to say the word wins a point for their team.

Freeze game

Students sit in a circle. Put the cards face down in the middle of the circle.

Tell them they will pass the ball around the circle very quickly until you say “stop”. Warn

that no student can hold the ball for more than two seconds. As the ball is being circled

around, the teacher randomly shouts “Stop”.

The student who is holding the ball when you shout “stop” cannot pass it to the next.

S/he remains still with the ball. Ask the student to pick up a card from the pile of cards

facing down. The student reads or tells the other students what is on the card.

Depending on their English level, s/he makes a sentence or more with the word on the

card. 

Variations: 

Make it more competitive by giving points to any student who makes a sentence with the

card or word which is picked up.

Page 12: Games for all

Hop and say

The teacher brings a number of flash cards to class and lines the cards up across the

floor in a row. Two teams stand at the extremes of the row. When the teacher orders

the game to start, the first student from each team starts to jump on the first card. Every

time a student jumps on a card s/he says what is on the card-For higher levels ask them

to make a sentence with the word on the cards. Eventually s/he will meet the other team

player somewhere on the row. When the two team players meet, they have to do the old

guessing game of ROCK, PAPER & SCISSORS . The student who looses the Rock,

paper & scissors game of chance, leaves the row and goes to the back of his or her

team’s line up. Another player in his/her team restarts the game for their team. It should

be such that the next team mate in the line up should be ready to start immediately when

s/he realizes that their team player has lost the stone paper scissors guessing part. The

idea is not to let the other team player get to the end of the row. If the other team player

gets to the end of the row, his / her team wins. 

Volleyball game

Pick out three captains for three teams. The captains will take turns choosing students to join their teams until everyone is chosen. Decide two teams to play first, the remaning team has to sit at the side of the playground. Define a playground and use a skip rope to divide the playground into two equal parts. Get a medium-sized balloon and blow it to almost full capacity. The teacher is the referee.

Rules:  1- Every time a student hits the ball s/he must say a word or sentence under a chosen category (animals) (I like…) 2- Students can only hit the ball once every time.  3: First strike of the ball must be upwards. 4- Loosing points. When a team looses a point the teacher blows his whistle, takes the ball and restarts the game.    Loose points if the ball touch the ground. if a student hits the ball without saying a word, If the ball doesn´t go over the skip rope before three attempts, if a team looses a total of three points, the next team takes their place.).

Page 13: Games for all

Categories

1. Write five common categories of words on the board, like this: Animals Food or drink Sports Places School 2. Students work in pairs. Give one letter (for example, s.) 3. Students have to think of one word related to each category that starts with that letter (for example, snake, strawberry, swimming, Somalia, student.) 4. The first team to finish says “Stop!” and gets ten points. 5. The other teams get one point for each word they have written. Play a few times with different letters. Complete the grid with the selected letter,

Against the clock

Two teams, flashcards distributed around the class. Select a runner from the first team. Teacher calls out the vocabulary and times the child as s/he runs around collecting them. Play against second team who also has a go.

Page 14: Games for all

To create good atmosphere

Knock-Knock or Can I come in please?

This can be used at the beginning of each class.  Teach the Ss to knock on the door before entering the classroom.  There are 2 variations for the next step: 1.  When the S knocks, T says "Who's there?".  The S replies "It's (Koji)" and then the T says "Come in (Koji)".  2.  When the S knocks the T must guess who it is "Is that (Koji)?".  The S replies yes or no - if no, the T continues guessing.  Having your Ss develop their own knocking styles makes this even more fun.

Puppet Conversation

Hand puppets really liven up a classroom, especially for young learners who are shy when talking to the T.  You'll probably find that some Ss prefer talking to the puppet than to you!  Fun puppet characters (such as Sesame Street's Cookie Monster) that talk to Ss can produce unexpected results.  I always use Cookie Monster at the beginning of my young classes.  Here's what I do: 1. Cookie Monster is sleeping in a bag.  Ss shout "Wake up Cookie Monster!" into the bag.  Cookie Monster only wakes up when the whole class shout together into the bag.  2.  Cookie Monster says hello to each S and asks them questions (their names, how they are, how old they are, etc.).  Ss reply and asks Cookie the same questions.  3.  Ss and Cookie Monster sing the 'Hello Song' together.  4.  Cookie Monster says goodbye to each S individually and then goes back to sleep in the bag.  5. The actual lesson can now start.

Exersices

Good at the beginning of class to wake everyone up and burn off a bit of energy.Call out commands such as: Attention, salute, march in place...stop, sit down, stand up, walk in a circle, clap your hands...stop, run in place...stop, jumping jacks...stop, swim in place....stop, etc. At first students will copy you. Later they should be able to do the commands without you.

This game is also good for classroom commands and numbers.  Call out instructions as "Jump 10 times", "Turn around 4 times" etc. 

Chef d’Orchestre

Send a child out of the classroom. Select a ‘leader’ from the class who will ‘conduct’ by means of operating a secret ‘sign’ such as pulling his ear or quietly tapping his thumb. The child outside returns and the teacher engages the class in vigorous repetition of a single noun/phrase until s/he sees the chef’s signal whereupon s/he moves on to the next word/phrase. The child has three goes to discover the ‘chef’.

Page 15: Games for all

To practice structures

Change places…

This is a great activity to practice some vocabulary/structures.

Start with students in a closed circle, with the teacher standing in the middle to begin the

game. There should always be one less chair than participants.

Depending on what you want to revise the teacher says, “Change places if …(Example)

you’re wearing trainers.” All students who are wearing trainers must stand up, and move to

another chair and the teacher should sit on one of the recently vacated seats.

The person left without a seat stays in the middle and gives the next command,

“Change places if you ……(Example) have brown eyes” and so it goes on.

It is a definitely a ‘warmer’ as opposed to a ‘cooler’ and may be better at the end of a class.

Talking topics

This simple board game provides an excellent way to give students a bit of free speaking practice.

Print off a copy of the board and fill in the squares with questions your students could answer. You could also add in a few ‘go back three spaces’ or ‘miss a go’ squares.

Making the game could be a class activity if you ask your students to prepare the boards for each other in groups then they can swap boards and you’ll have a whole class set to use.

If you don’t have dice to use, use a coin and make heads mean they move on one space and tails they move on two. This will obviously take longer than with a dice.

If your students enjoy playing board games they could make their own in small groups.

My Answer is…

1. Write an answer on the board. E.g. No, I can’t.

3. Students ask me questions.

4. If my answer IS ‘No I can’t’ they can sit down. If not remain standing.

5. Continue until everyone sits down.

6. If there are many students, a whole row can sit down or the 4 students around them

Page 16: Games for all

Find Someone who…

1. Tell the students to stand up.

2. Ask them to find someone who has the same: a) Coloured socks b) Number of sisters c) Age d) Birth place e) Birthday month f) Music or sports tastes g) Can do a trick like you h) Shoe size i) Likes an animal j) Coloured hair k) Favourite food l) Drinks yogurt m) Favourite kind of book n) Interests o) Favourite place (river, town etc.) p) Enjoys English as much as you!

3. Variation: Find someone who has different..

Back writing (or Chinesse Whispers)

This is a good activity for restless younger classes.

Put students into teams (no more than 8 or so in each team) and get each team to line

up facing the board.

The student at the front of each team needs chalk or a board pen. Show a word or a

picture to all the students who are at the back of each line. Use a word you've studied in

class, that all the students should know.

The students at the back of the line should ‘write' each letter of the word with their finger,

on the back of the student in front of them in the line. The students pass the word down

the line by doing the same and ‘writing' the letters in turn on the back of the student in

front of them.

The student at the front of the line writes the letters on the board to make the word.

The first team with the word written correctly on the board wins.

A few words of warning with this activity; it's a good idea to start with short words and short

lines of students as it can take a while to pass the letters down the line. Also if your

students aren't used to this type of ‘touchy' activity you may want to change the game to

students whispering the letters rather than writing on backs.

Page 17: Games for all

CLASS MANAGEMENT GAMES

Hands Up!

In your first class teach your Ss that whenever you shout out "Hands Up!" they must instantly stop whatever they are doing, put their hands up in the air and remain perfectly still and silent. They can only put their hands down again when T say "Hands down". You can then use this technique any time your Ss are getting a bit noisy or you need to get everyone's attention.

Silent Ball

If the Ss are being loud and off task play this game with them. It really works and they love to play it. Have all the Ss stand up and give one student a ball (make sure it is soft). Have the students toss the ball to each other without saying a word. Any student who drops the ball or talks must sit down.  (Submitted by Samantha Marchessault)

Page 18: Games for all

LISTENING GAMES

Listening race (Listen, run and stick)

This is a game to practise personal descriptions, and works on aural skills. 

Good to use with my students aged 10 and 11.

You need to prepare a selection of sentences as 'My name is..', 'I'm 10 years old', 'I've

got one brother and two sisters', etc.

Make two sets of all the descriptions you choose to use in the game and cut out the

phrases separately. Don't forget to take a record of the sentences you have cut up!

Put a set of the phrases on a table in front of each team - about halfway down the class -

then read out the sentences and the children race to bring the correct phrase to the

front. Whoever is first wins a point.

Children could take it in turns to be the teacher and read out the descriptions.

Rise or order the mini-storycards

Listen to the story and rise or order the story card. 

Mime the story

Listen to the story and mime in griups by characters.

Drawing dictations

Drawing dictations are a great way to practise vocabulary and listening.

You can make the dictation as easy or difficult as you like, depending on the level of the

group and you can use drawing dictations to revise vocabulary you've studied in class in a

fun way.

If you've been studying food, dictate instructions for your students to draw a fridge, with

the door open, and a range of different food items inside.

Keep the language simple and concise.

For higher levels, have a picture in front of you and describe it to the class. See who, at the

end, has the most similar picture to the original. Students can take turns in giving the

dictation too.

Missed One Out

Stick a series of pictures (flashcards) onto the board.Repeat them all one after the other very quickly but miss one or two out. Children identify which ones have been ‘forgotten’. This supports listening skills.Select a child to repeat the names in place of teacher.

Page 19: Games for all

Right or Wrong? Right or Left?

This is a good activity for checking information for younger learners.

Line up the class in a row facing you.

Say a sentence and students have to decide if the sentence is right or wrong. For

example, ‘Today is Friday' or ‘Mateu is wearing a green jumper'.

If the sentence is right students should take a big step to the right. If iwrong, they to the

left.

When the students get the idea, one of them can make up the sentences.

If you like, the last person to step, of the students who step the wrong way, can be

eliminated.

Page 20: Games for all

WRITING GAMES

Building bricks

Can build sentences through use of flashcards and gestures. E.g. 1 x thumb up + 1 x picture of a pear = I like pears. Can be extended by adding more cards to stretch the learner and develop the language. This can also be achieved in pairs with mini flashcards.

Paired dictation

Two texts. Work in pairs. The scribe turns his/her back to the reader and writes down what he hears and vice versa. This helps both pronunciation and writing skills.

Running Dictation

A simple way to practise writing. Pin several copies of a short text (could be a list of words) on the walls. Divide the class into teams which include a scribe, a reader and runners. Each team must be stationed at different points between the text and the scribe. The reader reads some of the text and runs to recite it to the runner who runs to tell the scribe who writes it down. The winning team is the team which transcribes the most correct text. It is a good idea to set a time limit for the activity.

Horse race dictation

This is an activity in which students try to predict the order of words in a jumbled sentence before listening for the answer.

It is enjoyable because students are asked to predict the first Word.Choose a sentence and write words in random order on the left of the board.finallywaso’clockelevenhomewhenIitgot

Students in groups think about the sentence and write it in the blackboard.

Page 21: Games for all

Chain drawings

This is a fun activity using music which can be used with all groups.Procedure:

Give each student a piece of paper and some coloured pencils. You play music, while it sounds, they draw whatever comes into their heads. After 20 or 30 seconds, stop the music. Students stop drawing and pass their picture to the person to the left of them. Play the music again, they go on with the person next to tthem drawing. Continue the procedure until the end of the song. When you have finished each student will have a picture.

Then it's up to you what to do with the pictures. Here are some ideas:

o Colour and label everything on the picture.o Describe the picture to the group or a partner.o The picture is actually a postcard. Write the postcard to a friend telling them

all about the place where you’re on holiday.o Imagine the picture was a photo taken at 5pm yesterday. Describe what was

happening.o Put the pictures up around the room and create your own art gallery.

The Chat Room

This is a fun question and answer writing activity.

Each student needs a blank piece of paper and a pen. Tell them they are going into a

pre-historic internet chat room so they all need to decide on a nickname. Tell students

that you and a volunteer are going to be the net and you will need to stand in the middle

of the circle to exchange the papers. Explain that the net has gone a little bit crazy and

they can’t send messages to specific people.

Give students model sentences. Eg. Pingu: How are you feeling today? As students

complete their questions they should hold the paper in the air and then you swap the

papers over as if their messages are being sent. They then reply to the one they’ve

just received and so it goes on until each student has a page full of ‘chat’. Then give the

papers back to the student who wrote the initial question and they can see how the chat

developed. This could lead on to talking about the internet, or chat rooms or you could use

the text to do some error correction. As students have been writing quickly there will

probably be lots of silly mistakes they can correct themselves.

Page 22: Games for all

In the teacher´s shoes

This is great for the first class with a new group or when you come back after a holiday

Put students into 2 teams. Ask the teams to write 5 questions they’d like to ask you.

Then ask for a volunteer from each team to sit at the front of the class. They are going

to imagine they are you, and spend a few minutes ‘in the teacher’s shoes’!

The teams ask their questions and the students at the front who are in your shoes must

try to answer the questions as they think you would answer them.

You decide whose response is closest to your own answer to the question and award

points accordingly.

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STORY GAMES

One word stories

This is a simple activity where each student adds a word to create a group story.

Despite the simplicity it can be really challenging and I would only use it with higher levels.

Students should be in a circle (if this isn’t possible make it clear they know who they are

going to follow on from) The teacher can begin by saying the first word and each student

adds the next word, without repeating what has come beforehand.

Good starting words are “Suddenly” or “Yesterday” to force the story into the past tense. It

is great for highlighting word collocations and practising word order. It also highlights

problems studnts may have with tenses or prepositions for you to focus on in future lesson.

The stories can develop in any number of ways. Some groups may need the teacher to

provide punctuation and decide that the sentence should end and a new one should begin.

The great thing about this activity is that all students have to concentrate and listen

carefully to their colleagues to be able to continue the story coherently.

Writing consequences

This is a fun activity to create a group story.

Each student needs a blank sheet of paper and a pen. If possible, sit in a circle shape to

play. Each student adds one stage to the story then folds the paper to cover the information

and passes the paper to the student on the right. At each stage, before folding and passing

to the student on the right, give these instructions.

Write the name of a man. It can be a famous man or a man everyone in the class knows.

(Depending on the group, allow them to put the names of class mates)

Write the name of a woman. It can be a famous woman or a woman everyone in the class

knows. (Depending on the group, allow them to put the names of class mates)

Write the name of a place where the two people meet.

When they meet, he says something to her. What does he say? Students write what he

says to her.

She replies to the man. What does she say?

What’s the consequence of this encounter? What happens?

What’s the opinion of the whole story. What does the world say as a comment?

The end result is a mixed up story that can often be amusing. Read yours as an example of

how you want the students to tell the story. Then invite students one by one to unfold their

stories and read them to the group. Depending on the level you can encourage use of

connectors, reported speech etc.

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Start and finish the story with …

1. Write a sentence on the board: a. E.g. On the weekend … wonderful. 2. The first student will say ‘On the weekend’. 3. Each student after that will say a word each making a sentence, paragraph or story. 4. The last student will finish with ‘wonderful.’ 5. Can do two laps or as many as you want. 6. Once the tense is established must be stuck to and be grammatically correct. 7. You can include guidelines: a. Must be in past tense using past perfect. b. The word spinach and phone must be included.

Gobbledygook

This activity is great for practising intonation.

Put students in pairs and give them a scene to act out. They are going to have a conversation using an invented language. Explain to your students that gobbledygook is a made up language that is total nonsense. The pair should act out the scene using the correct intonation as if they were really talking to one another. The rest of the class can watch and guess what the situation is. After, you could write out the real dialogue in English for one of the scenes

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VOCABULARY GAMES

To practice vocabulary (Presentation)

Learn 5 New Words

1. Make groups of five and choose five words that are new to the students. 2. Assign a word to each student. 3. Go in order repeating the words. 4. Go until you have done 3 laps (each student will say each word three times).

5. E.G. Weather: a. Student 1 → Rainy… b. Student 2 → Rainy, cloudy… c. Student 3 → Rainy, cloudy, sunny… d. Student 4 → Rainy, cloudy, sunny, windy… e. Student 5 → Rainy, cloudy, sunny, windy, stormy… f. Student 1 again → Rainy, cloudy, sunny, windy, stormy, Rainy…

6. You’ll be surprised how well the students remember the new words!

Missed One Out

Stick a series of pictures (flashcards) onto the board.Repeat them all one after the other very quickly but miss one or two out. Children identify which ones have been ‘forgotten’. This supports listening skills.Select a child to repeat the names in place of teacher.

Backwards and forwards

Pupils repeat in sequence backwards or forwards as teacher goes backwards or forwar

Flipping: Teacher flips card over quickly giving the class a mere glimpse of the picture.

True or FalseTeacher gives a word/phrase and shows a picture. Children say, ‘true’ if they think it is correct and ‘false’ if they think it is wrong.

ChoicesTeacher gives two possible words / phrases and children select the one they think is correct.

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Key HoleA piece of paper with a keyhole or circle cut out of it. Children see part of a picture and state which one they think it is.

Match Them UpChildren match text flashcards and pictures ones together. (find partner)

Group mimesDivide the class into small groups. Give each group a word or a phrase to mime and then shout ‘Go!’ (or put music) in whichever language you are teaching. The groups all begin miming their word. After a few seconds, shout ‘Stop!’ (or stop the music) and they all freeze. The other groups must guess which words / phrases were being mimed.

La Chasse au Trésor

Send a child out of the room. Hide the item or flashcard. Child returns and class chants the word / phrase getting louder the nearer the seeker moves to the hidden object and quieter the farther away s/he is. Seeker must find it and say the word!

Fruit Salad 1. The students sit in a large circle. 2. Students are assigned an animal and its actions. Example: Crocodile: snapping hands, tiger, roar.3. The teacher calls out two animals and those animals run around the circle doing the actions. 4. Last one back goes into the ‘zoo’ in the middle.

Right or Wrong? Right or Left?

This is a good activity for checking information for younger learners.

Line up the class in a row facing you.

Say a sentence and students have to decide if the sentence is right or wrong. For

example, ‘Today is Friday' or ‘Mateu is wearing a green jumper'.

If the sentence is right students take a big step to the right. If iwrong, they to the left.

When the students get the idea, one of them can make up the sentences.

If you like, the last person to step, of the students who step the wrong way, can be

eliminated.

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Back writing (or Chinesse Whispers)

This is a good activity for restless younger classes.

Put students into teams (no more than 8 or so in each team) and get each team to line

up facing the board.

The student at the front of each team needs chalk or a board pen. Show a word or a

picture to all the students who are at the back of each line. Use a word you've studied in

class, that all the students should know.

The students at the back of the line should ‘write' each letter of the word with their finger,

on the back of the student in front of them in the line. The students pass the word down

the line by doing the same and ‘writing' the letters in turn on the back of the student in

front of them.

The student at the front of the line writes the letters on the board to make the word.

The first team with the word written correctly on the board wins.

A few words of warning with this activity; it's a good idea to start with short words and short

lines of students as it can take a while to pass the letters down the line. Also if your

students aren't used to this type of ‘touchy' activity you may want to change the game to

students whispering the letters rather than writing on backs.

Run and touch or Flyswatters (matamoscas) game

This game is good topractice and review any type of vocabulary. The teacher puts flashcards in a circle on the floor or sticks them on the walls of the classroom. Then the teacher makes a sentence using one of the words on the cards. Students have to run to the word or card and slam it with their flyswatters. To get the necessary reward or praise,a studenr has to hit the word with the flyswatter and repeat the sentence the teacher used with the word or for low levels, simply repeat the word. Teachers can also make things more challenging by describing the word on the picture. For example "It is an animal with a long nose." Students run and slam Elephant.

Word Search (Prepare and do it)

1. Work in small teams. 3. There are 10 English words hidden in the square 4. The words can be hidden in any direction (forward, backward and diagonal). 5. Work as a team & try to find the 10 words as quickly as possible. 6. It could be a good idea to prepare them as well.

Syllables

Break words down in to syllables for repetition. E.g. ‘chocolat’ = cho – co - choco – lat - chocolat / at – lat – olat – colat – ocolat – chocolat! This is fun and enables the children to develop correct pronunciation and also an awareness of the ‘rhythm’ of the language.

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To practice vocabulary (Practice)

Acting

1. Ask for a volunteer from the class. 2. Tell him/her a word in which he/she must act. Have the class guess. Examples: Fishing, war, fairy, queen, rock star, teacher, Wayne Rooney, gorilla, nurse, sumo wrestler, truck driver, pirate, bear, sleepy lizard

Picture Drawing

1. Ask for a volunteer from the class. 2. Tell him/her a word in which he/she must draw. Have the class guess. a. Have a student draw with their eyes closed: Examples: The moon, football, spaghetti, yacht, hot dog, snake, a butterfly, a banana, a t-shirt, etc. b. Now with their eyes open: Examples: School, a toilet, Australia, beach, tractor, a net, an onion, Christmas, a pen, a computer, a city.

Noughts and Crosses with a twist (3 in a line)

Select nine words or phrases and list them / stick pictures in a line at the edge of the board. Letter them a – i. Teacher draws secret grid on separate piece of paper and places the letters a – i in at random. Teacher then draws a large noughts and crosses grid on whiteboard and numbers the boxes 1 – 9, A-CDivide the class into two groups – noughts and crosses. Children select a box by saying the number and says the flashcard Word.

Swap

Students sit in a circle and flashcards faced down in the middle. When teacher says SWAP, students change seats. (have to stand up and run to another seat). The teacher tries to find a seat also. There will be one student standing. That student will pick up a card and use it to make a sentence.

Musical chairs

Bring some nice kids music to class. Put chairs in circle and make it short by one chair. Put flashcards in the middle. Students listen to music and when you stop it they sit down. The one person who remains standing says the flashcard. Game continues. Good for young learners.

Quickpix

1. The students work in two teams. 2. In each team, each students has a unique number (1, 2, 3, 4, 5, etc.) 3. Call a number and a letter (e.g., 4 P). The #4 student from each team will have to stand up, run to the board and draw something that starts with that letter (in the example, the number four students will stand up and draw something starting with P, like a pirate or a pencil.) 4. The rest of the team has to guess what the drawing is.

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5. The first team to guess wins one point.

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Mallet (mazo) game

Bring two chairs to the front or center of the class and put them back to back. Split the

class into teams. Choose or let students volunteer to come sit back to back. Tell them

what the rules are. The students will say words related to a group of words. For

example you can tell them to say animal words or words related to animals.  When the

teacher raises the mallet over a student’s head s/he has to say an animal.

A word cannot be repeated in one sitting of the game.

Students cannot wait for more than 4 seconds before saying a word.

Shorten the time as you advance in the game.

Every time the above rules are violated the student gets a mallet hit on his head.

Then replace the student with another student and continue with the game.

Caution: Some kids can be delicate, even when using a soft mallet, do not hit their heads

too hard. To start the game sometimes, kids find it fun when you test the mallet by hitting

your own head hard.

Spin the Bottle

Sit Ss in a circle with a bottle in the middle.  T Spins the bottle.  When it stops spinning the S it is pointing to has to answer a question.  If the answer is correct then that S can spin the bottle.  This is a good class warm up activity (e.g. What did you do last weekend? Did it rain yesterday? What did you have for breakfast this morning?).

Word Snakes

This is a simple word game to start or finish a lesson. A word snake is simply a chain of

words where the following word starts with the last letter of the previous word. Here

are a few examples.

Food

Spinach – ham – melon – nuts – sausage – egg – garlic – cheese…..

This game is harder than it looks so offer students lots of help and support, and maybe

even a dictionary.

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What's on my head?

This activity is good for practising or revising vocabulary.

You will need rubber bands, mini-flashcards and a timer (or a sand clock).

Divide the class into groups of 4's or more and get each student to wear a band around

their head. Give a bunch of cards to each group, making sure all cards are facing down.

In turns, each student grabs a card and, without looking at it, places it on his/her

forehead, so that the rest of the group can see it.

Each member of the group takes turns to ask questions until he/she guesses what is on

the card. The other members of the group should only say yes and no, or give short

answers. Set a time limit per person (1-2 mins time each). Students should come up with

questions like

o Am I a lion? - No

o Am I a crocodile? - No

o Am I an animal? - Yes

Hot seat

This is a good activity for getting for revising vocabulary.

First, split your class into different teams

Sit the students facing the board.

Then get one member from each team to come up and sit in the hot seat chair facing their

team-mates and have their back to the board.

Write a word clearly on the board.

Students in the teams to describe that word, using synonyms, antonyms, definitions etc.

to their team mate who is in the hot seat - that person can't see the word!

The student in the hot seat listens to their team mates and tries to guess the word.

The first hot seat student to say the word wins a point for their team.

Freeze game

Students sit in a circle. Put the cards face down in the middle of the circle.

Tell them they will pass the ball around the circle very quickly until you say “stop”. Warn

that no student can hold the ball for more than two seconds. As the ball is being circled

around, the teacher randomly shouts “Stop”.

The student who is holding the ball when you shout “stop” cannot pass it to the next.

S/he remains still with the ball. Ask the student to pick up a card from the pile of cards

facing down. The student reads or tells the other students what is on the card.

Depending on their English level, s/he makes a sentence or more with the word on the

card. 

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Variations: 

You can make it more competitive by giving points to any student who makes a sentence

with the card or word which is picked up.

Hop and say

The teacher brings a number of flash cards to class and lines the cards up across the

floor in a row. Two teams stand at the extremes of the row. When the teacher orders

the game to start, the first student from each team starts to jump on the first card. Every

time a student jumps on a card s/he says what is on the card-For higher levels ask them

to make a sentence with the word on the cards. Eventually s/he will meet the other team

player somewhere on the row. When the two team players meet, they have to do the old

guessing game of ROCK, PAPER & SCISSORS . The student who looses the Rock,

paper & scissors game of chance, leaves the row and goes to the back of his or her

team’s line up. Another player in his/her team restarts the game for their team. It should

be such that the next team mate in the line up should be ready to start immediately when

s/he realizes that their team player has lost the stone paper scissors guessing part. The

idea is not to let the other team player get to the end of the row. If the other team player

gets to the end of the row, his / her team wins. 

Volleyball game

Pick out three captains for three teams. The captains will take turns choosing students to join their teams until everyone is chosen. Decide two teams to play first, the remaning team has to sit at the side of the playground. Define a playground and use a skip rope to divide the playground into two equal parts. Get a medium-sized balloon and blow it to almost full capacity. The teacher is the referee.

Rules:  1- Every time a student hits the ball s/he must say a word or sentence under a chosen category (animals) (I like…) 2- Students can only hit the ball once every time.  3: First strike of the ball must be upwards. 4- Loosing points. When a team looses a point the teacher blows his whistle, takes the ball and restarts the game.    Loose points if the ball touch the ground. if a student hits the ball without saying a word, If the ball doesn´t go over the skip rope before three attempts, if a team looses a total of three points, the next team takes their place.).

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Categories

1. Write five common categories of words on the board, like this: Animals Food or drink Sports Places School 2. Students work in pairs. Give one letter (for example, s.) 3. Students have to think of one word related to each category that starts with that letter (for example, snake, strawberry, swimming, Somalia, student.) 4. The first team to finish says “Stop!” and gets ten points. 5. The other teams get one point for each word they have written. Play a few times with different letters. Complete the grid with the selected letter,

Against the clock

Two teams, flashcards distributed around the class. Select a runner from the first team. Teacher calls out the vocabulary and times the child as s/he runs around collecting them. Play against second team who also has a go.

Scrabble letters

You need to prepare 5 sets of scrabble letters. It’s a good idea to copy the letters onto

different coloured card for each set. If students are working close to each other it makes

it easy to separate them at the end and for tasks when you need more letters you can mix

two sets together.

Once you have made your sets there are hundreds of things you can do with them.

Here are a few ideas to get you started.

Spelling tests – Divide the class into teams and give each team a set of Scrabble letters.

Get them to spread out the letters on the table so they’re all facing up. Then give clues

for words you want to test them on, e.g. ‘the day before Wednesday’, students ‘write’

TUESDAY on the table by selecting the scrabble letters. ‘What’s this in English?’ – point to

things in the classroom, draw on the board etc. Once students get the idea, ask one of

them to lead the game and give the clues instead of you.

Crosswords – Put students in groups and give each group one set of scrabble letters.

Ask them to see how many words they can make with their set connecting them up like a

crossword.

How many words can you make in two minutes? In groups students use a set of letters

to see how many different words they can make. The winning group makes the most /

longest words.

The more you use the letters, the more uses you’ll find for them.

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PLAYGROUND GAMES

TOPIC GAMES

The alphabetGrupos de cinco, cada uno golpea el globo diciendo las vocales sucesivamente y al que le toque decir “u” intentará dar un golpe con el volante a alguien.

The AlphabetDe uno en uno se va saltando a la comba a la vez que se va diciendo el abecedario. Cuando se llegue a la letra “z” se sale para que entre otro.

ColorsHay que tocar el color que indique el profesor. El último en llegar se lleva una letra.

Color colorEl que pilla dice “color-color...azul” (por ejemplo). Todos correrán para tocar ese color. El que pilla puede pillar a cualquiera que no está tocando ese color. Cambio de papeles cuando alguien sea cogido.

Traveling-COLORSLos niños se sientan en un círculo. Cada uno tiene un rotulador de un color distinto que coloca delante de sí mismo. Cuando el maestro dice un color, todos los niños con ese rotulador corren alrededor del círculo hasta su lugar de origen. El primero bien sentado es declarado ganador.

Buffalo Bill – COLORSLos niños que están de pie en la línea eligen el color de búfalo que quieren ser. Buffalo Bill en el centro grita "All Brown Buffaloes Run!" Los niños tratan de llegar a la línea opuesta sin ser pillados por Buffalo Bill. Al ser tocados, se sientan en el lugar, pueden entonces pillar pero desde el suelo. Después de que la última persona es pillada, el profesor selecciona un nuevo Buffalo Bill.

Spaceman – COLORSEl pillador se coloca en un planeta en el espacio exterior. Desde la línea todo el mundo canta, " Spaceman, spaceman, may we chase you?” Él responde: "Yes, if you have on green.” Entonces sólo aquellos de verde persiguen al pillador y lo pillan. Repita con una nueva y cambiando el color.

People to People – BODYLos jugadores forman un círculo, y luego se emparejan en grupos de dos. Se necesita un grupo desigual de jugadores. El árbitro en el centro dice "Elbow to elbow, face to face, hand to hand…” (el niño impar al lado del árbitro). En un momento dado, él grita “People to people” Todo el mundo busca un nuevo socio. La persona que sobra se convierte en el llamador. El juego continúa.

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King or Queen Up-NUMBERSLos niños se colocan en círculo y con cartas de números en el suelo en frente de ellos. Una persona es el rey o la reina. El Rey dice 6. 6 entonces dice otro número, como 8 o dice King. Si duda o falla, el 6 se va al final del círculo y los demás corren un número. El objetivo del juego es convertirse en rey.

Bear Chase-NUMBERSTodos los jugadores, excepto uno; se encuentran en un círculo con manos juntas detrás de la línea de meta. Uno hace de Mr or Mrs Bear, que se coloca en el centro del área. El círculo se pregunta: "How many steps Mr., Mrs. Bear?" El oso dice en voz alta cualquier número de 1 a 20. El círculo marcha en sentido antihorario el número de pasos. Después todos aplauden una vez y corren a la meta contraria, mientras oso les persigue. Los que son pillados se convierten en ayudantes. Otro círculo se hace en el extremo para volver a correr. El último en ser pillado se convierte en Mr or Mrs Bear.

“Guess What it is”-NUMBERSSentados en fila uno tras otro. El último escribe un número o letra en la espalda delcompañero siguiente, y éste a su vez en el posterior, y así sucesivamente hasta llegar al primero que debe acertar de qué número o letra se trata.

“EL PAÑUELITO”-NUMBERSDos grupos se colocarán uno frente al otro separados por una línea central donde se situará el maestro con el pañuelito. A cada alumno le corresponde un número. El maestro dirá un número y los alumnos que tengan dicho número deberán salir corriendo hacia el pañuelo, cogerlo y dirigirse hacia su equipo.

Cats and dogs – ANIMALSColocamos dos líneas de meta en cada extremo del campo. Ponemos dos líneas más en el centro del área de juego a una corta distancia entre sí, donde los niños colocan en dos grupos mirándose. El primer grupo es el de las perros; el segundo el de los gatos. Un llamador, en la línea de banda dice Cats o dice Dogs. Cuando dice Cats, el grupo de los gatos se da la vuelta y corre hacia su línea de gol, mientras las perros les persiguen. Los pillados se convierten en perros o gatos. El juego sigue hasta que que uno de los grupos se queda sin gente.

Cats and dogs- ANIMALSSe traza una línea cerca de cada extremo de la zona de juego. Los niños se dividen en dos grupos. Los Cats permanecen uno junto al otro en una línea y los dogs en la otra linea. Todos los Cats dan la espalda. El profesor indica con la mano a los dogs que avancen. Los dogs se acercan en silencio porque quieren sorprender a los Cats. Cuando los dogs estén casi llegando a la línea de los Rascals, el maestro dice “The Dogs are coming!”. Entonces, los Cats se dan la vuelta y persiguen a los dogs, que vuelven a su casa. Todos los dogs pillados se van al lado de los Cats. Repita este procedimiento hasta que varios conejos han sido capturados (por lo general 4-5 veces).

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Red Lion - ANIMALSLos niños forman un círculo alrededor de "Red Lion." Red Lion se sienta, se levanta, o se arrodilla en su guarida mientras que el resto de los niños se mueven alrededor del canto "Red Lion, Red Lion, come out of your den” Si Red Lion dice "no", los niños continúan moviéndose alrededor de la guarida repitiendo el canto de juego. Si Red Lion dice, "sí" todo el mundo corre rápidamente a la línea de seguridad. El que es pillado se convierte en ayudante de Red Lion y va al centro del círculo. El juego continúa hasta que varios niños están atrapados. Una vez que varios niños están atrapados, detener el juego y repetir el juego.

Man From Mars-CLOTHESEl objetivo del juego es ser el último en ser pillado. Dos líneas en los extremos del area de juego. Los terrícolas, colocados en un extremo, dicen “Man from Mars, Man from Mars. Will you take us to the stars?” El hombre de Marte, en el centro del area de juego, responde “only if you are wearing (color).” Los que tienen el color llamado puede caminar seguros al otro lado. Entonces, los jugadores sin el color corren para el otro lado y tratan de evitar ser tocado. Los pillados se unen al hombre de Marte en el centro de área de juego.

My Ship is Carrying-VOCABULARYEl grupo se sienta en círculo. Una persona comienza con "My ship is carrying…” La primera persona comienza con un animal que empiece con "A”. La siguiente persona dice "My ship is carrying..." diciendo lo que la primera persona dijo y añade un animal con B. Continua alrededor del círculo recordando los animales dichos y añadiendo nuevos en orden alfabético. (podemos usar pelota para random order)

Midnight – TELLING THE TIMEUn jugador es seleccionado para ser el Fox y el resto son Rabbits, que se alinean de lado a lado en la línea de fondo y el Fox se sitúa en el otro extremo. Al unísono, dicen los Conejos, “What time is it Mr. (Mrs.) Fox?” El Fox responde con varios horas. Sea cual sea la hora que diga, los conejos avanzan diferentes pasos hacia adelante, acercándose al Fox en el otro extremo. Cuando la Fox responde con, "Midnight", todos los conejos corren a su casa al otro extremo. Los conejos que son pillados se convierten en ayudantes de Fox.

New Orleans or Traders-MIMING VOCABULARYDos grupos se forman, cada uno en línea opuestas del area de juego. A cada grupo se le un tiempo juntarse y decidir que trabajo les gustaría retratar, es decir, conductor de camión, pizzero, etc. Entonces empieza el juego. El grupo que empieza camina hacia la línea del centro del campo, escenifica y el otro equipo trata de adivinar. Cuando adivinan el grupo corre hacia su casa y el otro equipo trata de pillarles. Los que son pillados pasan al otro equipo.

“El balón que quema”Grupos de cinco o seis alumnos, cada grupo con un balón. Los jugadores se pasan el balón entre ellos sin poder negarse a recibir el balón. Cuando el profesor de una señal, aquel jugador que posea el balón se anota un punto.

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NOT TAGGING GAMES

Mouse Trap (ratonera) -Levels La mitad de los niños forman un círculo con las manos juntas (mousetrap), mirando hacia el centro. Los otros niños están fuera del círculo (ratones). Tres momentos se dan al parar la música o tocar el silbato.

Señal 1 Los "Ratones" saltan alrededor del círculo, jugando alegremente. Señal 2 La trampa se abre; los jugadores círculo levantan sus manos unidas y

forman arcos. Los ratones corren por dentro y fuera de la trampa. Señal 3. La trampa se cierra (los brazos bajan).

Todos los ratones atrapados se unen al círculo.

El juego se repite hasta que todos o la mayoría de los ratones son capturados. Los jugadores cambian de lugar y el juego comienza de nuevo.

One Move Behind (Visual Game) El maestro dirige el grupo para empezar. El profesor pone su mano en la nariz, los jugadores no hacen nada. Maestro pone la mano en la oreja, los jugadores ponen la mano en la nariz. Maestro pone la mano en la rodilla; jugadores ponen la mano en la oreja, etc.

Red Light Green Light – Directions El jugador líder se coloca en una línea a unos 20 metros de distancia de los jugadores que se colocan en otra línea de frente al jugador. El objetivo del juego es que los jugadores pasen la línea del líder sin ser detectados. El líder comienza el juego dando vuelta a su espalda y gritando "Green light”. Los jugadores entonces avanzan andando. En cualquier momento, el jugador puede gritar "Red Light" y darse la vuelta. Entonces el jugador puede pasearse para detectar los jugadores en movimiento. Los detectados vuelven a la línea de origen.

Run Rabbit RunDos jugadores se seleccionan para ser cazadores y se colocan en el centro de la cancha; el resto de la clase se coloca en una línea en un extremo de la cancha. A la señal, los jugadores en la línea tratan de correr hacia el otro extremo de la cancha sin ser golpeado con una bola de pelusa. Los jugadores del centro se les permite tirar 3 bolas cada uno en una carrera. Si un jugador es golpeado, se sienta en el lugar donde fue golpeado y se convierte en un cazador.

Who has the object or where is the object (Auditory Game) Un niño se coloca delante de la clase con la espalda vuelta al grupo. Otro niño se le da la castañuela. Todos los niños mantienen las manos detrás de su espalda, y pretenden estar sacudiendo la castañuela. El niño que es el adivinador se vuelve, y escucha la castañuela. A continuación, intenta averiguar quién tiene la castañuela. Puedes utilizar en su lugar una campana u otro tipo de objeto que hace ruido.

Who’s Missing (Visual Discrimination) Un niño es enviado fuera. El profesor esconde una persona y puede mover unas pocas personas alrededor. El niño regresa y trata de decidir quién falta.

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“PIES QUIETOS”.Uno pilla y lanza el balón hacia arriba diciendo el nombre de un compañero. Ëste deberá coger la pelota lo antes posible porque los demás habrán salido a correr. Cuando coja la pelota dirá “pies quietos”, para así detener la carrera de los demás. A partir de aquí decidirá a quién va a tirar la pelota pudiendo dar tres pasos de acercamiento. Si le da estará herido el tocado, si no estará herido él. Las fases son “herido”, “grave” y “muerto”. Si el nombrado cogiese la pelota sin que bote lanzará de nuevo la pelota y dirá otro nombre. El juego seguirá entonces como hemos explicado

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TAGGING GAMES

Astronaut4 niños (astronautas) tienen banderas. El resto de la clase (marcianos) deben alcanzarlos y robarles las banderas. Dejan la bandera en sitio seguro. Cuando han robado todas, otros cuatro astronautas cogen las banderas.

Fox Hunt El objetivo del juego es no ser atrapado por el cazador. Los zorros se alinean en la línea de fondo y recitan: "We are the foxes, we can run”. El cazador en el centro del area de juego responde BANG!. Entonces los zorros corren hacia el extremo opuesto sin ser pillados. Los pillados se unen al cazador en el centro del área de juego.

Blob Tag (Wolf Tag) (RELATIONSHIPS)El juego comienza con todo el mundo esparcido excepto la pareja que pilla que tiene las manos juntas. Persiguen a todos, cuando pillan a alguien, se junta a la

cadena hasta que todos estén pillados.Hill Dill Come Over the Hill Dos líneas en los extremos del area de juego. El jugador que paga se coloca en el centro y dice “Hill Dill come over the Hill, I’ll catch you if you’re standing still”. Los niños tratan de pasar de una línea a otra sin ser pillados. Todos los pillados ayudan al pillador.

Stuck in the Mud (RELATIONSHIPS)Tres a cuatro personas se seleccionan como pilladores. La clase se dispersa y los pilladores tratan de pillar a todos los miembros de la clase. Una vez que alguien es pillado, él debe congelarse en una posición de zancada amplia. Otro jugador le descongela arrastrándose a través de sus piernas. Si un jugador es capturado por un etiquetador mientras congela otro jugador, ese jugador se coloca en frente de él con las piernas en zancada. Ambos pueden ser libres si otro jugador se arrastra a través de sus piernas. El juego continúa hasta que todos los jugadores se encuentran atrapados.

King KongLos niños forman un círculo alrededor de "King Kong", que está al lado del edificio del World Trade (un cono). Los niños fingen que son helicópteros en movimiento para capturar King Kong. Se mueven alrededor de King Kong sin tocarle. Cuando King Kong dice "Kong", todos los niños corren hacia la portería para salvarse. Los que seon pillados se convierten en ayudantes de King Kong y el juego continúa. Después de varios niños están atrapados, seleccione un nuevo King Kong y comenza el juego.

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Ocean is Stormy Una persona es seleccionado para ser el líder y se coloca en el centro de la zona de juego. Los otros jugadores se paran detrás de la línea de fondo. Cuando el líder dice, "Ocean is stormy”, todos los niños tratan de correr a la otra línea de fondo sin ser capturados. Los que están pillados deben quedarse congelados donde han sido pillados y se convierten en cangrejos o animales marinos. El juego continúa como antes, pero los cangrejos se convierten en ayudantes del líder y tratan de pillar a los otros jugadores (en posición cangrejo). Cuando la mayoría de los jugadores están pillados, se vuelve a empezar.

Old Gray CatLa clase entera forma un círculo. Una persona es elegida para ser el gato gris. El círculo camina hacia la izquierda alrededor del gato cantando: “We are weak little birds way up in the tree. You are an old gray cat, you can’t catch me.” Entonces los pájaros corren hacia la línea de seguridad y el gato trata de pillarlos. Los pillados se convierten en gatos.

Rock, Paper, ScissorsLos jugadores de ambos equipos llegan a sus líneas. Juegan a rock, paper, scissors. Cada equipo tiene un plan. Cada equipo produce una señal. Si un equipo tiene rocas y el otro tiene tijeras, Roca persigue a Tijeras. Todos los jugadores pillados pasan al otro equipo. Juega hasta que un equipo desaparece o hay una eliminación de 6 jugadores.

PALMADAS CORRIDASUn jugador de un equipo sale hacia el grupo contrario. Allí golpeará en la mano de un jugador e inmediatamente saldrá corriendo hacia su equipo. El jugador que recibió la palmada sale corriendo tras él para pillarle. Si consigue atraparlo pasa a su grupo, y si no es así se recomienza el juego ahora en el otro grupo.

EL COMECOCOSUno pilla (fantasma) que trata de pillar a los demás (cocos). El que sea cogido se convierte en fantasma. Sólo nos podemos mover por encima de las líneas de colores del campo.

COGE EL TRENUno pilla y trata de coger a los demás. Éstos para salvarse tienen que coger el tren (meterse en las ruedas distribuidas por el espacio).

EL ELEFANTE RESFRIADOUno pilla con los brazos cruzados y con la mano izquierda tocándose la nariz. Debe tocar a todos los demás para contagiar el resfriado. Los contagiados podrán contagiar también.

¡QUE VIENE EL LOBO!Un niño es el lobo y trata de atrapar a las ovejas. A quien coja se convierte en lobo y éste en oveja.Variante: todas las ovejas que vayan siendo atrapadas se van convirtiendo en lobos.

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BATALLA DE SERPIENTES. Cuatro filas de alumnos agarrados de la cintura forman cuatro serpientes. La cabeza de una serpiente debe coger la cola de cualquiera de las otras serpientes. Si algún equipo lo consigue se unen las serpientes.

EL MONSTRUO DEL LAGO. Todos están nadando en el lago y están muy contentos. Cuando surge el monstruo del lago (que estaba escondido en su casa), todos corren hacia sus barcos, (bancos, porterías,...). Si el monstruo coge a algún niño se invierten los papeles.

EL HOMBRE DEL SACOUno pilla y lleva una bolsa en la mano, es el hombre del saco. Cuando coja a un compañero, le pasará el saco y él se salvará.

EL CASTILLO ENCANTADOUn alumno será el fantasma del castillo. El pueblo duerme tranquilo cuando alguien grita: ¡The ghost is coming¡ Este sale de su castillo e intenta coger a alguien. El que sea atrapado será llevado al castillo y encarcelado. Se repite está acción y a la siguiente el encarcelado pasará a ser fantasma y el fantasma pueblerino y así sucesivamente.

ZORRO CAPTURA AL POLLITOGrupos de seis, se colocan en fila todos menos uno (el zorro) que se coloca en frente del que está primero en la fila. El zorro intentará capturar al pollito (último de la fila) y la gallina debe intentar evitarlo. No pueden soltarse.