Difference between revisions of "Eikaiwa Ring of Fire"
(Created page with "Wiki Lesson Title: Eikaiwa Ring of Fire Name(s) of Teacher(s): Katelyn DePalmer Class/Grade/Language Level: Eikaiwa, multiple levels Textbook and specific lesson: Warm up, or...")
Revision as of 21:34, 1 December 2016
Wiki Lesson Title: Eikaiwa Ring of Fire Name(s) of Teacher(s): Katelyn DePalmer Class/Grade/Language Level: Eikaiwa, multiple levels Textbook and specific lesson: Warm up, or just for fun Goal: Challenge students to various English tasks Preparation: Cards, “chips” or pieces of paper, a prize, and the rules Class time: 20-40 minutes 1) Set up
Distribute 10-15 “chips” per person and explain that you will be playing a card game. Show a few cards from the top of the deck and explain that each card has a certain “rule.” You can adjust the rules for your class level—Ace, “ABCs” could be words all beginning with a chosen letter (I choose A, apple; ant; America, … etc.) or following the ABCs (Ant; Banana; Cat; Dog; etc.) for more of a challenge.
2) Play the game
Once the rules have been explained, spread the cards in a circle. Have students jankens to decide who goes first, with the circle continuing clockwise. When you lose a chip, put it in the center of the cards. Play until time is up, or until you run out of cards.
3) Optional- Give out prize(s)
If you have a prize (like a small candy bar or pencils or something) you can distribute it to the winners. Feedback and notes:
I recommend printing a copy of the rules to refer to during play. Often students will try to understand every word of each rule, but honestly, the best way to understand the game is to explain as you go along! You can remind them of the rules on each card (so if someone picks up a 2, you could say “‘2, you,’ sorry 00-san, but you lose a chip”). This is an extremely flexible game. Feel free to change the rules to whatever you need.
A. ABCs– Choose one letter and everyone has to say a word beginning with that letter. Or, have everyone say a word beginning with the next letter of the alphabet. The first person to make a mistake loses a chip. 2. You - Choose someone to lose a chip. 3. Me – You (the person with this card) lose a chip. 4. Poor – the person with the least amount of chips gets one chip back. 5. Guys – all men lose (or get) a chip. 6. Chicks – all girls lose (or get) a chip. 7. Heaven – the last person to point upwards loses a chip. Or Review – have your students answer a question using the grammar or topic you have been studying. If they answer incorrectly, they lose a chip. 8. Mate – choose a friend, and you both lose a chip. 9. Rhyme – carry a rhyme in the group. The first person to mess up loses a chip. 10. Categories – think of things within a category (for example, automobiles or Japanese prefectures). The first person to mess up loses a chip. J. Junior – give one chip to the person on your left. Q. Questions— the person who draws this card asks everyone a “yes/no” question which they cannot say yes or no to. If they fail, they give a chip to the Question-master. K. King (Rule maker) – This person makes a rule that everyone must follow for X amount of turns. If they forget, they give a chip to the rule maker. (For example, make a chicken sound after drawing a card). Or King’s Cup – have all the discarded chips in the center collected into a cup. Whenever someone draws a King, they get to keep all the chips currently in the cup.