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Stand Up Game

  1. Have students sit down.
  2. Spread the cards out face down.
  3. Students take turns flipping cards face up.
  4. When a white card is flipped: – Say the vocabulary aloud (sight words, nouns, or verbs) – Ask the cards question (Q&A). The next student up answers the question.
  5. If a green or red card is drawn, the first student to stand up keeps the flipped cards.
  6. In case of a tie, resolve with a game of rock-paper-scissors.
  7. Continue until all cards are flipped or end of the lesson.
  8. The player with the most cards wins!

Touch Your Head Game

  1. Spread the cards face down.
  2. Students take turns flipping them over.
  3. When a white card is flipped:
    – Say the cards word (nouns, sight words, or verbs) or ask a question.
    – The first to touch their head keeps the flipped cards.
  4. Resolve ties with rock-paper-scissors or flipping a coin.
  5. Keep flipping cards until they’re all face up.
  6. The player with the most cards wins!

Class Charades

  1. Show a card to the class without looking.
  2. Students act out the word on the card without showing it to you.
  3. If you guess correctly, they say ‘yes.’
  4. If you guess wrong, they say ‘no’ and continue acting.
  5. You can intentionally guess wrong for more practice and fun.
  6. The game can continue indefinitely.
  7. For advanced students, add challenges like making sentences with the word.

Charades

  1. The teacher acts out a card’s object or action.
  2. Students guess what it is.
  3. If a student guesses right, they come to the front of the class and act out the next card.
  4. Repeat.
  5. Play until you’re happy with the practice.

Musical Chairs

  1. Set up chairs at one end of the room.
  2. Spread the cards face down.
  3. Students flip cards quickly, saying the vocabulary or asking questions.
  4. If they flip a red or green card, they race to sit in the chairs.
  5. Remove a chair after each race.
  6. Students who can’t find a chair sit out the next round.
  7. The last student standing wins!

Penalty Game

  1. Start by demonstrating a penalty to the class (e.g., 10 star jumps, singing the ABC song, doing a chicken dance, 10 pushups, etc.).
  2. Spread the cards face down.
  3. Students take turns flipping cards quickly, leaving them face up.
  4. When a student draws a white card, they say the vocabulary or ask a question aloud.
  5. If a red card is drawn, all students must act out the penalty.
  6. If a green card is drawn, the teacher must act out the penalty.
  7. Continue until all cards are flipped or when either teachers or students act out the penalty three times.

Go-go Game

  1. Line up the students in a single file.
  2. Ask the child at the front of the line a question based on the Q&A cards.
  3. After answering, say, “go-go,” and have them run around a table or object before returning to the back of the line.
  4. Repeat the process with the next player.
  5. Encourage quick answers to prevent delays.
  6. You can skip students who can’t answer to maintain the game’s pace and to not deter the weaker level students.
  7. When Catch the Chicken or Catch the Catcher cards are drawn, create a random question.
  8. For Verb, Noun, and Sight Word cards, simply show the cards to the students. If they correctly vocalize the word, they can run to the back of the line.
  9. There are no winners, and this game can continue indefinitely. It’s an excellent way for drills, and kids enjoy it immensely!

Points Game

  1. Begin by listing the players’ names on a board.
  2. Spread the cards on the table as per the basic rules.
  3. Players take turns drawing cards from the pile.
  4. If a player successfully asks or answers a question from a white card, they earn one point next to their name.
  5. Drawing a red card earns two points.
  6. Drawing a green card earns three points.
  7. The player with the most points at the end wins the game.

Zombie Game

  1. Have the students line up.
  2. To simplify setup and understanding, have the player in play sit on a chair.
  3. Hold up a Catch the Chicken card and slowly walk towards the seated student, extending your hand towards them.
  4. When the student says the correct word or sentence from the card, the next student takes their seat, and the previous student returns to the back of the line.
  5. As soon as the student sits down, begin walking towards them again with a new card.
  6. Repeat this process until you’re within tagging distance of the seated student.
  7. When you tag the seated student, they sit out the next round.
  8. The last untagged student wins.

Dummy Game

  1. Set up a ‘safe zone’ in the room.
  2. Spread the cards out on a surface.
  3. Have students take turns flipping over cards.
  4. If they draw a white card:
    – For verb, sight word, or noun cards: they say the word aloud.
    – For Q&A cards: they ask the question to the next student.
  5. If a student fails to answer, then they’re the ‘dummy,’ and they can run to the safe zone before being tagged by any player.
  6. If they fail to reach the safe zone before being tagged, they give up a card.
  7. If they reach the safe zone before being tagged, they don’t give up a card.
  8. If they answer correctly, they keep the card and score a point.
  9. Red or green cards can be kept automatically.
  10. Continue until all cards are gone or until class ends.
  11. The player with the most cards wins.

Clean Up Game

  1. Distribute objects such as balls throughout the room.
  2. Spread the cards out on a table or floor.
  3. Students take turns flipping cards over face up.
  4. If the card is white (Q&A card), the player asks the question and the next student answers. For verb, noun, or sight word cards, the student says the vocabulary aloud.
  5. If the card is green or red, students run and collect as many balls as they can.
  6. Each ball collected equals one point. Keep track of points.
  7. Continue playing rounds until all cards are flipped over or until the desired end point.

Anpanman Game

  1. Write students’ names on a whiteboard or paper.
  2. Spread the cards out on a table or floor.
  3. Students take turns flipping cards over face up.
  4. If the card is white (Q&A card), the player asks the question and the next student answers. For verb, noun, or sight word cards, the student says the vocabulary aloud.
  5. If the card is green or red, draw one line next to the student’s name to gradually create a drawing of Anpanman. Each time a green or red card is drawn, add one line to the Anpanman drawing.
  6. If a student fails to read a card’s vocabulary, add one line to their Anpanman drawing.
  7. The first player to complete their Anpanman drawing is out of the game.
  8. The last player with an unfinished Anpanman drawing wins.
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