Before I
explain the rationale for using these activities I would
like to point out the objective underlying them all. This
is a wide ranging collection of activities including
puzzles, pair work tasks, role plays, information gap
activities, games and other communicative activities. The
basic aim of all of them is to get the learner to speak.
Some of the activities are quite short and won't take
more than 5-10 minutes to complete. This, however, is an
advantage in my opinion. It makes integrating the
activities much easier. Quite a few, especially the
letter and number activities, can be used as simple warm
up activities to any lesson. This is highly justified by
the fact that letter and number practice is something
most learners constantly need. You will also probably
recognise quite a few of the activity formats used. I
have taken advantage of existing, well known and popular
activity types and adapted them to my own purpose. Some
of them are so simple that many of you could have
prepared them (or may have already done so) yourselves.
The advantage here, then, is that they are ready-made for
easy use. For those who may not be familiar with all of
them, here is a brief description:
HAPPY
FAMILIES. This is
a card game for three to four players- no more. It
consists of a set of cards showing six or seven families.
There are four members in each family. One player shares
out the cards among the group. Each player looks at his
cards and sorts them into families. The object of the
game is collect as many complete families as possible. In
turn, a player asks another player for a specific card.
If the person asked has the card, s/he hands it to the
person who asked and the first player has the right to
ask again. S/he may ask the same person again or another
player in the group. If the person asked does not have
the card requested, then s/he now has the right to ask
for a card. When a player has a complete family, he or
she puts it down on the table.Traditionally, the way to
ask for a card was simply by saying, 'have you
got
? In fact, as you will see with the ways I
have adapted this card game, any yes/no type question
will do.
PAIR
PUZZLE. In a pair
puzzle, each learner has different pieces of information.
Together, by sharing their clues, they can complete the
table and solve the puzzle.
INFORMATION
GAP. Two learners
exchange information to complete a table. Usually, each
leaner must ask a specific question to find out the
information needed.
BINGO.
This game can be
played with the whole class. Each student has a card with
numbers (or letters) on it. No two students have the same
numbers (or letters). The teacher, or a student, calls
out a number (or letter) and those who have the number on
their cards cross it off. The game is continued in this
manner until any one student has crossed off all the
numbers (or letters) on his or her card and declares
himself the winner. Traditionally, as the last number (or
letter) is crossed off, the person shouts out
'house'.
FIND
THE DIFFERENCES.
Two learners have similar documents. It could be a
timetable, a menu, a description of something or even a
picture. They ask each other questions concerning the
document to find out the number of differences between
them.
WHO
ARE YOU? This
game may be less familiar to most people as it's a game I
adapted myself from a commercially produced game. For
this game three sets of identical cards are necessary
(three photocopies of the game sheet, cut up into
individual cards). Each player takes a set and places
them on the table in front of him. All the cards in the
set are similar and all have certain points in common
with other cards. However, no two cards are exactly the
same. Each player takes a card from the third set
(without the other seeing which card was chosen) and this
becomes the hidden identity for the other to guess. In
turn, each asks yes/no type questions about a
characteristic of the hidden identity. According to the
answer the players discards those cards in his own set
which don't correspond. The game is continued in this
manner until a player has discovered the hidden identity
of the other.