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© Mastertalker 1 Interactive Games and Activities for language learning www.mastertalker.com

Interactive Games and Activities for Language Learning - Sample

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This publication provides language teachers with forty games and activities that encourage whole group interaction and spontaneous use of language. All are easy to set up, can be conducted without traditional classroom items, such as pens and paper, and are flexible enough to be adapted to suit various levels of abilities. This publication is suitable for a wide range of language classes and environments.

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Page 1: Interactive Games and Activities for Language Learning - Sample

© Mastertalker1

Interactive Games and

Activitiesfor language learning

www.mastertalker.com

Page 2: Interactive Games and Activities for Language Learning - Sample

© Mastertalker1

Introduction

About Games and Activities

Games and activities can be regarded as integral components of language development. They provide concentrated use of language, meaningful contexts, opportunities for real, spontaneous communication and elements of enjoyment that capture learner interest. These make games and activities vital links between structured language practice and ‘real world’ language use. Games and activities can also be used as extremely effective and effi cient needs analysis tools, where areas of strength and improvement can easily be seen.

When to Use Games and 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 of their inherent interaction requirements, 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 fl exibility, 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

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. Nevertheless, in order to complete the games and activities, participants must still use the required language effectively.

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, 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 fl exibility of environments and minimal preparation.

About MASTERTALKER

MASTERTALKER provides opportunities for language learners to experience highly interactive and enjoyable learning environments. MASTERTALKER learning aids are simple and quick to set up, have been developed specifi cally to enable language learner interaction, and assist with accurate assessment of learner abilities.

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 may not distribute such copies to others, whether or not in electronic form, whether or not for a charge or other consideration, without prior written consent of the copyright holder of the material.

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English through Interaction

A. MASTERTALKER® The interactive language game

Language learning the fun way

MASTERTALKER® language learning aids have been developed specifi cally 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.

‘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!’ Anne Cox, ESL Co-ordinator, South Oaks Centre

Visit www.mastertalker.com to fi nd out more!

Q. What has all theESL students talking?

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Contents

Bargain Hunt ........................................................ 5

Best Friends .......................................................... 6

Cops and Robbers ........................................... 7

Do You Know Them?....................................... 8

Family Vacations ................................................. 9

Grid Races ..........................................................10

Guess the Rule .................................................11

Hello Captain ....................................................12

Housemates .......................................................13

Job Interviews ...................................................14

Join in the Chorus ..........................................15

Let’s Do It! ..........................................................16

Life Swap .............................................................17

Movie Scene ......................................................18

Nice to Meet You ............................................19

Non-Verbatim ...................................................20

Not-So-Celebrity Heads ............................21

Opinion Challenge .........................................22

Paparazzi ..............................................................23

Personality Guess ............................................24

Personality Ranking ........................................25

Personality Situations ....................................26

Prize Winners ...................................................27

Public Figures .....................................................28

Same Place, Same Time ...............................29

Sentence Memory .........................................30

Social Butterfl ies ..............................................31

Speed Friendship Making ...........................32

Storylines .............................................................33

Storylines in Secret ........................................34

Theme Teams ....................................................35

Things in Common ........................................36

Top Three ............................................................37

Tough Lives .........................................................38

Trivia Quiz ...........................................................39

True or False ......................................................40

Twenty Questions ..........................................41

What Am I Doing? .........................................42

What Is It? ...........................................................43

Yes No Groups ................................................44

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Divide the participants into two groups: sales assistants and customers.

Nominate how much money the customers each have.

Tell the sales assistants 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).

Instruct the sales assistants to go somewhere in the room and ‘set up shop’.

Customers go shopping in the shopping mall. (That is, visit the sales assistants in their shops).

Sales assistants must try to sell as much of their product as possible.

Continue until all customers have spent as much money as possible (within their limit), or for a set time limit (e.g. twenty minutes).

Bargain hunt

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. All participants can buy other items (from anyone) and sell their one product (to anyone).

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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.

Participants discuss their lives, habits, likes/dislikes with their best friend and fi nd fi ve 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 there are an odd number of participants, one team has one set of three 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 fi ve things they have in common with their best friend.

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 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 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.

Best friends

Winner:Team whose members remain in the game at the end.

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Put the participants into small groups.

Tell everyone that there was a crime last night. 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, in-cluding the one 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 story, take the criminal away from his/her friends. The friends then have fi ve minutes to make the story.

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 fi nd out which one of them is the crimi-nal. They have six minutes to think of questions to ask all the suspects.

At the end of the fi ve minutes, when the friends have made up a story, they have one minute to quickly tell the criminal what the story is.

Suspects come back inside the room.

One suspect goes to each group and is questioned.

After a certain 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.

Cops & robbers

Note:The criminal is usually found as having the least information aboutlast night, as he/she had only one minute to learn of the story made up by his/her friends, whereas the friends had fi ve minutes to discuss it in detail.

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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 fi ve questions to Person B about Person A. (For example, ‘Where does A live?’, ‘What TV show does A like to watch?’). Person B must answer these fi ve questions to the best of their knowledge. If the answer is not known, Person B must make up or guess the answer.

When the fi ve questions have been answered, bring Person A back into the room.

The team then asks Person A the same fi ve questions to see if Person B was correct in his/her answers.

For every correct answer, the team scores one point.

Repeat the activity until everyone in each team has played all the different roles (Person A, Person B and the one that asks the questions).

Do you know them?

Winner:Team with the highest score at the end of the game.

Variation:Use specifi c 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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Choose three participants to be travel agents. Move them to the front of the room and tell them to set up their three shops, for example, think of a name for their business, decide whether they cater for luxury or budget customers, etc.

Divide the remaining participants into groups of equal numbers. Tell each group that they are one family and must decide what roles they have in their family, e.g., the father, mother, daughter, etc.

Tell each family they want to go on holiday and must buy a holiday package from one travel agent.

Allocate an amount of money for each family to spend on their holiday.

Travel agents think of a holiday package for equal to or less than that amount of money.

Members of each family spread out individually and discuss the packages with separate travel agents.

Families come back together to discuss their options.

After discussing their options, families may want to bargain with the agents to get a better deal.

Travel agents can adjust their packages accordingly.

Families choose a fi nal holiday package.

Family Vacations

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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Put the participants into teams of four and number each person in each team from one to four.

Taking the fi rst 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 1 and 4, such that players are an equal distance from the person next to them.

Repeat for the second team, standing some distance beside the fi rst 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.

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.

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.

Grid Races

Winner:Team that has the most number of points after a certain time (e.g.twenty minutes) or team that is fi rst to reach a set number of points (e.g. ten).

Example topics:a sport, a kind of food, an object, an animal, a job, an art form, a famous person, a famous company

Variation:Each team has a ‘baton’ (an object of choice) and a player can only speak when they have the baton.

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Divide participants into teams of equal numbers.

Each team decides on a ‘rule’ for their group during discussions. See examples below.

Teams conduct a discussion about anything the group wants to talk about (or give them a specifi c topic to discuss).

One member of each team visits another group and engages in that group’s discussion. They can interact 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.

Once they think they have worked out the rule, the ‘outsider’ must go back to their own team, and another member of their team must go off to another group to fi nd the next ‘rule’.

Game continues until one team thinks they know the rules of all other groups. This team then explains all of the rules to the whole room. If they have guessed correctly for every rule, that team is the winning team and the game ends. However, if they haven’t guessed correctly, game continues until a winning team is found.

Guess the Rule

Example rules:Participants must put their right hand on the right leg beforeanswering 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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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 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 participants, 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 fi nished, all participants stop talking and the joker swaps positions with another participant of his/her choice.

Next, all participants 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’. Similarly, the Joker transfers the title of ‘Joker’ to the person opposite them by greeting them with, ‘Hello Joker’.

When the set time for discussion has fi nished, the joker again changes position with another participant of his/her choice. Next, instead

of moving one space to their left, this time all participants move two spaces to their left.

After each discussion period, the number of spaces moved increases, so that next time players move three spaces, then four, then fi ve, and so on until the fi nal round, where players move ten spaces.

Again, after each round, the transference of titles is marked by the greetings of ‘Hello Captain’, ‘Hello Pirate’ and ‘Hello Joker’ to those standing/sitting opposite the current Captain, Pirate and Joker.

Hello Captain

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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Divide the participants into groups of four.

Select one participant from each group to come to the front of the room.

These participants at the front are looking for a place to live.

The remaining three members in each group live together in a house that has one vacant room, and are looking for a new housemate.

The housemates must interview each person looking for a new place to live to see which person would be the most welcome addition to their household.

Likewise, the people looking for a new place to live need to ask questions to the housemates to see which house is most appropriate for them.

Before beginning, give everyone time to think of some questions they would like to ask. For example, questions relating to jobs, interests, cleanliness, friends, times to get up and go to bed, food and personality.

The people looking for a new place to live visit a house for an interview. When the interview is over, they move on to the next house for a new interview.

After each house has interviewed all potential new housemates, the most welcome housemate must be chosen by the current housemates, and the vacant room in each and every house fi lled.

If suitable matches towards the end can not be found, agreements between other houses and new housemates may be broken, and renegotiations can be made in the hope of brokering deals and fi nding solutions for everyone.

Housemates

Variations:Assign particular traits to all participants looking for a new house. For example, personality, job, age, relationships.

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Divide the participants into two groups: employers and 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.

Employers interview each candidate and chose the best person for 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 fi lled.

If anyone towards the end can not fi nd a job or new 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.

Job Interviews