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10 Energizers for an Active Language Classroom Ken Stewart Chapel Hill High School Chapel Hill, NC Carolina Vita-Shepard Durham School of the Arts Durham, NC To teach and review 2 Truths & Warm-up, bell a lie ringer Pop-Up Vocabulary, culture, grammar Bluff Any Skills used Level Interpretive and Any interpersonal Interpretive listening Any Taboo Vocabulary, culture Pyramid 21 Any Catch Phrase Vocabulary, culture Avalancha Trivial Pursuit Circle of Knowledge Outburst Grammar (verbs) Any, culture Interpersonal speaking, interpretive listening Interpersonal speaking & listening Interpretive listening, reading Interpersonal speaking & listening, circumlocution Drill, writing Interpretive listening Vocabulary building, synonyms Vocabulary, culture Recall, cooperative learning Quick Recall 1. 2 Truths & a lie Low Any mid, high Any High Low, mid Any Any This quick warm-up activity is great for the first day of class or as a bell-ringer activity. A student (or the teacher) writes things that are true about themselves and one lie. (see power point example: I like sushi, I have visited Iceland, I am an only child) Students take guessing trying to identify the “lie” using the target language. This is a good way to start a more extended conversation engaging the students in elaboration, reasons, and questions beyond the basic comprehension level. (tell me about the time you ate sushi /visited Iceland / what are the advantages of being an only child? Is anyone else here an only child? Is an only child more spoiled as a kid? Why or why not?) 2. Pop-up: This game is great for vocabulary review and quick recall. It can be adapted to any level depending on the task. Lower levels will likely rely on English translations, but intermediate and advance classes are better suited to definitions and synonyms as clues. Prepare 2 envelopes with the same word list in each. Divide the class into two teams. The words are on small, individual slips of paper. If you use Quia.com, these lists are already made. Distribute the words to team A; distribute the exact same words (cut into separate slips of paper) to team B. Each student should have 3-6 words on their desk. The teacher describes the word, gives a definition or synonym. The first student to “pop-up” (stand up) and say the word earns the point for that team. The object is to actively listen and “beat out” the person on the opposing team holding the word that was described. The teacher needs a complete list of the words. Eliminate and mark out the words as they are used. 3. Bluff This game requires little preparation on the part of the teacher. Divide the class into 2 teams. A question is posed orally to one team. (ie. Who is the Prime Minister of Germany?) All students who know the answer should stand. And, students who wish to “Bluff” should also stand at the same time. The point value of each question is the number of students standing. (ie. 7 students standing = 7 point-question.) A student on the opposing team calls on one of the students standing. A correct answer earns the “standing” team the points. A wrong answer results in the same number of points for the other team. N. B. I do not allow a student to be called on more than one time (to avoid picking on the weaker student). Once a student is called on, he/she should stand, since they can’t be called on again. The game is fun and competitive since drastic point swings are frequent. 4. Taboo Played like the board game “Taboo,” this activity is ideal for teaching circumlocution and interpersonal speaking. The class works in pairs or trios. Half the students are facing the screen, the other half faces the back of the room. A visual, word or phrase is shown using powerpoint or the overhead. Some keywords are also given. These words are “taboo” and cannot be used in the description. (ie. “Kangaroo” Taboo words: Jump, pouch, animal, Australia). The students could use higher-level descriptors such as “a creature with long hind legs, the carries its young in front. It also likes to box and lives in the ‘land down under.” With everyone talking at the same time, students who can see the screen begin to describe the visual, word or phrase. Students are somewhat on their honor to use the target language and avoid the taboo words. Teacher should circulate to monitor. I award 1st, 2nd, and 3rd place points (3pts, 2pts and 1 pt. respectively), so that the game can continue on. The students who guess the word first, raise their hands. I use 3 different-colored poker chips to award the points. (Blue=3, Red=2, white =1) The game is suited to teaching vocabulary, culture (art, famous people/places), geography (maps), sayings/proverbs. 5. Pyramid 21 This activity involves as much luck as it does skill. Therefore, weaker students can be involved without intimidation. Using the triangle set of numbers, 1-21, on the overhead (see handout), the teacher sets an arbitrary point value for each number that is unknown to the students. I use 21 index cards with the point value on the back. The class is divided into 2 teams. Team A chooses a number from the overhead. Using a vis-à-vis pen the teacher marks that number off and asks the corresponding question to team A. If the team answers correctly, they then decide (randomly) whether or not they wish to keep the points on the back of the card. This is because some of the cards are worth negative points! Even though they answer correctly, they could still lose points. They hate that part So, they should gamble as to when to keep the points or give them to the opposing team. I have point values from +50 to – 50. I also usually throw in a “+10 and a free turn,” or a “-10 and lose a turn” just to add interest. Highest number of points wins. 6. Catch Phrase Based on the board game Catch Phrase, this game requires a timer and two safe objects (rubber objects, small stuffed animal, sponge) that can be passed around as a “hot potato.” In large classes, I have two games in progress simultaneously. Teams sit in a circle. N.B. Every-other person is on a team. Vocabulary words, phrases, cultural information is distributed to each student on strips of paper. Each student should 3-4 slips of paper at the start of the game. The students are trying to discard their words once their team has them guessed correctly. The student with the “hot potato” describes the word on the paper in the target language so that his/her teammates can guess it quickly. They may use synonyms, antonyms, or fill-in-theblank-type descriptions. An egg timer is needed. Allow 60-90 seconds each time. Like the game “hot potato,” the object is passed around as the timer is running. The student who is caught holding the “potato” when the timer sounds, loses that point. 7. Avalancha This game is a relay in which two teams are competing against each other for accuracy in verb conjugations. This is ideal for lower levels learning verb forms where students need lots of repetition. Using the overhead graphic on a whiteboard, each team is given the same graphic to complete. (see handout) One student from each team goes to the board at the same time to fill in any of the answers (verb forms) that he/she knows. This is done until one of the graphics is complete and accurate. The teacher is standing by with the eraser. Once a student leaves an incorrect answer on the board, the teacher moves in, erases the entire list of answers for that team and says “Avalancha!” The key part of this game is the repetition since all answers have to be re-written correctly on the graphic. 8. Trivial Pursuit Based on the board game, this game is best used for review when you have a lot of material that has been taught. Using paper plates, cut out construction paper wedges and a large die, teams of 4 answer one question in each of the six categories. (Daily life, History, Geography, Famous people, food & drink, sports/arts). A grammar category could be substituted as well. One team rolls the die. The number that is lands on corresponds to one of the categories. These can be written on the board for everyone to see (ie. 1=geography, 2= History, etc). If the team answers the question correctly, they earn the colorcoded paper wedge. If they miss it, I allow the next team to steal the question. If a teams rolls a 1, and they answer a geography question correctly, the next time they roll a 1, they must still answer another geography question in order to keep going. Teams can roll the die until they miss a question. The culture questions can be purchased from Teacher’s Discovery, or make your own based on what the students have learned over the course of the semester. 9. Circle of Knowledge The class is divided into groups of 4-5. Each is given a rather large piece of butcher paper. The teacher announces a category. At the same time, all teams begin to write responses (words related to that category) on their paper. Each student writes one word at a time. The paper must be passed to the next person and cannot be passed until every student has written down something every time the paper comes across their desk. o Sample categories: Sports that don’t use a ball, things on a beach, things in a bathroom cabinet, winter clothing, parts of a car. No talking while answers are being written and the paper is being passed, unless a student gets stuck. At that point, the team members can help by using the target language to try and help the person come up with an answer. Obviously, they cannot just yell out a possible answer or write the answer for that student. After 2 mins of writing and passing the paper around the circle, time is called. Place the paper in front of a designated team captain. That person will give one answer orally from the words listed on the group paper. The teacher should write the answers being given on the board (quickly!). The groups cannot call out an answer that has been given (including synonyms). If a group catches an answer that has been given (and written on the board), they yell “challenge!” If the word has indeed been said, the group challenging gets the point and the group that repeated the word loses that turn. This keeps everyone actively engaged & listening as the answers are being given quickly. The group with the longest list wins. 10.Outburst! This is a rowdy bell-ringer activity that is used for a quick vocabulary review at the end of class. Cards are prepared (have the students make the cards) with 10 thematic vocabulary words relating to a category. Laminate the index cards and use a vis-à-vis pen to quickly erase marks on the cards at the end of the game. Divide the class in half. One side of the room is told the category on the card. Give them 60 seconds to yell out as many words as possible related to the category. The teacher (or student helper) marks off the words as they are being said. It helps to have the teacher and the helper working together since half the class is yelling simultaneously. After 60 seconds, the answers that they “matched” on the card are revealed orally. If they guessed 6 of the 10 words, they earned 6 points. Do not reveal the remaining 4 words! The other team, meanwhile, should have been thinking or jotting down words that also related to that category. The second team can now “steal” the 4 remaining points if they can guess the 4 remaining. Reverse the rolls for the 2nd round. Team A is now writing/thinking while Team B is yelling out their responses to another category. Suggest categories: •Level I clothing / family •Level II extended family / zoo animals / -er verbs •Level III environment / technology •Level IV art terms / famous people / geography •Level V quotes / characters /writers/ idioms