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Games for developing pupils motivatiion at English lessons

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«Games for developing pupils motivatiion at English lessons»





Games for developing motivation
















For children

"Aquarium"

Subject: Months + + Spelling Alphabet.


Here is an interesting variant of the learning games on English lessons in one class.

 The game does not require prior training.

In the class view on board an aquarium: the bottom of the draw pebbles and seaweed, above - the contours of twelve sixty large and small fish. Enter the names of the months, one letter in each mold. At the same time, make the caps in large silhouettes. Player A goes to the blackboard and erase, for example, the first "fish" with the letter M, then - with the 'a', and finally - with the 'y', each time referring to the letter. You counted it a point, and it takes place in the player, etc. If the student is erased extra or another letter, then you are sure to correct him, in order to avoid difficulties for the other players, but the score is not calculated. If the group is small, it is possible to hold the game in two - six rounds. At the end points are added and determined the winners of the game.

















"Clothesline"

Subject: Clothing + Colors + Demonstrative pronouns.

Here is an interesting idea of ​​games for learning English lessons in grade 3.

To prepare for the game, ask the children to bring a magazine clippings with pictures of garments, the names of which you have passed.


       In class, draw on a clothesline board. Players take turns go to the board and attach the pictures to the "rope". At the same time, they comment on them like this: 'This is a red dress. These are blue trousers .... '. When all the clippings will be on the board, ask the participants of the game to remember all the items and close your eyes. Then one of the pictures, remove and allow to open his eyes. The first player to guess which item is missing, is the winner of the first round and the second lead.

    If desired, you can save the clippings and carry out the game after learning prepositions of place and past tense of the verb to be. In this case, reverse the image and stimulate the players to utter such phrases: 'The yellow hat was between the white blouse and the brown coat, but now it's between the green T-shirt and the black shoes'.


















"Paper Planes"

Subject: Ordinal numbers



Here is an interesting idea of ​​games for learning English lessons in Grade 2.

The game does not require prior training.

At the lesson ask the children to make paper airplanes for yourself. Then print all the students in the foyer or on the playground, and divide into two teams. Mark the start line and conditional move to her first group of players. As your team 'Ready! Steady! Go! ', The players start their airplanes. After they landed, players will formulate the following phrases: 'My plane is the first!', 'My plane is the second!' etc. At this time you commit to each participant in the game corresponding number of points. The same does a second group of players. In the second round of the pinch in one team game participants who have taken the even place in the first group and the odd in the second, and in another - all others. In the third round similar to dissolve the players on the teams, depending on the sites involved in the second round. In the final game the sum of points calculated on the results of the three rounds. The winner is the player with the lowest score.



















"Balloon"

Subject: Lexicon.



Here is an interesting variant of lexical games in English for children. For preparation for this game, inflate air round ball and tightly tie a thread, whose ends are cut short. Thus, you end up with a balloon as much as possible like a ball.

 You should stand with the children stand in a circle. Pull the arm with the ball ahead and call the lexical category, for example: 'Animals!'. Then gently strike the ball from the bottom, so he climbed up. While the ball is in the air A player must name the word on a given topic, for example: 'Horse!'. When the ball fall to the level of his shoulders, and Player A hits his bottom, preventing falls. Now comes the turn, Player B called the right word, etc. The players have the right to touch the ball only after a call to a predetermined word lexical theme! If a player is difficult to do it and give the ball to fall, it is eliminated from the competition. In this case, you pick up the ball and call the new lexical category, start the next round. The game continues as long as it does not remain one winner.



















"Wardrobe"

Subject: Cardinal numbers + verb to be.


Here is an interesting variant of the training games at English lessons in primary school.

To prepare for the game, let the children a task to bring on a clipping from a magazine with a photo jackets, coats, etc. Themselves cut out of paper dressing number plates on the number of participants in the game, and number them.

 In the class on the blackboard draw Wardrobe hangers with the appropriate amount of numbered hooks. Collect clippings and "hang on hooks" in random order. "Number plates" mix well and distribute. Then, Player A, who, say, went to "numbered" with the number 2, and his "coat hanging on a hook №7", declares: 'My number is not seven!'. Then you change places "coat hanging on a hook with the following №7 (hanging on the hook №8)". Then turn to the replica will Player B, etc. When the numbers match, the player utters the following sentence: 'My number is five!'. Then you "take off the coat from the 5th hook and gives its owner in exchange for a corresponding number card, which weigh on the vacant place." The game continues as long as you do not "betray all the coats."

      The role of the cloakroom can be charged to the player, which brought no notch. And to make the game competitive effect can divide the group into teams of equal numbers. In this case, the game wins the team quickly assembled "their coats."















"Treasure map"

Subject: Listening + Alphabet + cardinal numbers.



Here is an interesting option auditive games at English lessons for children.

 To prepare for the game, select one page of any text (preferably without a title) on one or two levels higher than your students. Remove the copy on A4 sheet and enclose the text in the frame. Then draw a table inside the frame 7x10, indicate the columns on top of the numbers 1-7 and the letters on the left line A-J. Remove the copies in the number of participants in the game. Next on the original select whole words, familiar to players, and delete from their repeated in each cell. Count the remaining words, and cut out of paper the same number of trunks.

At the lesson by giving "treasure map" the participants of the game, call randomly selected words. The first player who has found a "treasure", shouts its coordinates, for example: '! H-five', and you are giving him a "trunk". Do not forget expunged words sounded! In the final game, "trunks" are counted and the winner is determined.




















"Dead Man's Bluff"

Subject: The verb to be.



Here is an example of gaming technology on English language lessons in primary school. This game will help you and your new students will remember their names for the first lesson.

For the game you will need a bandage on the eye. 

At the lesson selected blind man's buff, you are blindfolded and untwist so that he was a little disoriented. The other children run away in a confined space lobby or playground. Catching one of the players, blind man's buff asks him, for example: 'Are you Yarik?'. If he answers: 'No, I'm not', then let him hide and seek and catch other players. If caught answers: 'Yes, I am', it becomes hide and seek in the next round. The game continues as long as each of its members at least once, do not visit the blind man's buff.

In the passive version of the game, after you tie a blind man's buff eye, the other children stand around it. Hide and seek, with your help, it passes from one player to another, touching only to the shoulders and arms standing. Here he was also given only one attempt to guess who is standing in front of him. Thus, blind man's buff earn as many points as the players he managed to guess (and remember the name!). In each round, players standing in a circle change their places after both Dead Man's Bluff be wearing a bandage. The winner is the participant of the game with the highest number of points.














"Chinese dragon"

Subject: Spelling.



Here is another version of the popular mobile game "Cities", which can be used to open a lesson in English.

The game does not require prior training.

The open lesson build children along one side of the lobby or playground. Themselves stand on the opposite side, in front of the first player. Say any word starting suppose: 'Team!', And stretch the right arm. The first player to who cried word starting with 'M' (say: '! Mother') runs over to you, you take your right hand with his left hand and the other hand holds the right. The next player, the first cry 'R' -word (such as 'Rich!'), Runs up to the previous player, and took his left hand on his right hand, his other arm stretches out to the right, etc. The last remaining member of the game becomes a "dragon head" in the next round, etc. The game continues as long as each of its members at least once do not visit as "dragon's head".






















"Cat and Mouse"

Subject: The present continuous tense.



Here is an example of an interesting job in the English language for children, which is a customized version of the Brazilian folk games.

 Quest does not require prior training.

 In the class, select "cat" and "mouse". The other children stand in a circle and hold hands, depicting the hole. "Mouse" is in "mink" and "cat" walk around. Then "cat" knocking at the back of one of the children in a circle and asks: 'Can I see the mouse?'. Player A is responsible, such as: 'No, you can not. The mouse is brushing its teeth '. Then "cat" knocking at the back of the next child in a circle with the same question. Player B responds, say so: 'No, you can not. The mouse is watching TV ', etc. The child, unable to find a suitable argument for refusal, says: "Yes, you can". This phrase is a signal to all the children in a circle to raise their hands and let the "cat in a hole." At this time, "mouse" can run out of the "mink". "Cat" catches "mouse" is not caught. In the next round caught "mouse" becomes "cat", and the role of a cat playing the child, letting "the cat in the hole." The game continues as long as each party does not visit her in the role of a mouse and a cat.


















"Paints"

Subject: Colors + vocabulary.



Here is an interesting version of the game on the training of English classes in primary school.

The game does not require prior training.

 In the first lesson, ask each child to choose paint, which he would like to be. If you have passed all the colors on the players is not enough, enter new ones. After each receive an individual paint, give the participants the task of the game to make a list of objects of that color, are within sight. When all is ready, the players take turns read out their lists of phrases, such as these:

Player A: A white basin.

Player B: Brown desks.

Player C: A purple backpack.

etc.

If the player did not say when the desired phrase, it is eliminated from the competition. The winner is the participant of the game, which was the last word.



















"Grasshoppers"

Subject: Lexicon.


Teaching English for children, should be included in the class element of the game. One option lexical play at English lessons for children are presented.

The game does not require prior training.

 In different parts of the lobby or playground mark the start line and the finish line. All players squat along the starting line. Your team name for them is some lexical topics. For example, in the first round, you command: 'Furniture!'. Then, Player A says, for example: '! Bed', and jumps forward from its original position, and landing on his heels. Then, the same does a player with another word in a given category, etc. Member has the right to skip the game, only after the will call the right word! If the player makes it difficult to remember what he misses the turn, but the match is not leaving. Round lasts as long as each "Grasshopper" will do or will not miss your turn. To balance the chances of players, every even round should begin with the end. The winner of the game is the "grasshopper", who jump first to the finish line.



















"My mother's helpers"

Subject: Food.



Teaching English to children, great service can have a game lesson, one of which options are presented.

The game does not require prior training.

In the tutorial, you portray a mother who gives instruction to his children. In an embodiment, for students of the first-second grade, each player receives from you is about the "mission": 'Buy apples, milk and potatoes. Repeat, please '. Member of the game repeats: 'Apples, milk, potatoes'. If a player correctly reproduced all three words, he gets three points, two words - two points, one word - one point. The game continues as long as each of its members will not get their "mission".

For students of the third-fourth grade "instructions" may be as follows: 'Buy three apples, nine eggs and six potatoes'. In the version for five sixth-graders, you can give children such "orders: 'Buy two liters of milk, seven eggs and five kilos of potatoes'
























"Masha and the Bear"

Subject: Imperative + Directions + Listening.


This game can be used to open a lesson in English.

To carry out this game you need two blindfolds.

Lesson at both ends of the lobby or playground mark the start line. Over the same starting line, build girls after another - boys. Girls choose "Masha", the boys - "Bear", which you blindfolded. As your team 'Ready! ... Steady! ... Go!', "Maria" and "bear" are beginning to slowly move around the game field. The task "Masha" - go to the field, "the Bear" - catch it. Girls serving team, "Masha", and the boys - "Bear", like this: 'Go along! Stop! Turn left! Go along! etc. '. For running on the field players will be disqualified! If "Masha" managed to cross the field, the girls team earns one point. If the "Bear" was able to catch it, the point gets the boys team. In the next round are selected new "Maria" and "The Bear." The game continues as long as each of its members at least once, do not visit in the role "Masha" or "Bear". In the final game the resulting scores are added together and determined by the winning team.



















"Christmas tree"

Subject: Alphabet + Spelling.


Here is an example of an interesting job in English for Grade 5.

To prepare for holding jobs, cut out of colored paper and twenty-six Christmas balls from the English alphabet.

 In the class on the blackboard draw a tree and "hang it on the balls." Divide the group into several teams. Then start to dictate to spell any of you passed by words such as: 'F-R-I-E ...' First who cried 'Friend!' It goes to the board and removes the "ball" for his team. After that, you dictate the next word, etc. When the "tree desolation", the team sit in a circle and begin to form words from the "won" letters. You, meanwhile, clean the board and divide it by the number of teams. When all is ready, the representatives of the teams go to the board and attached "balls" at the top of its segment, and under them to get the word record. At this time, the contestants watching their spelling. The winning team, accounted for the largest number of words.



















"Gifts"

Subject: Dates + vocabulary.

Here is an interesting idea of ​​games for learning English class in 3rd grade.

To prepare for the game, cut sheet A4 into sixteen parts.

A lesson deal one card to each player and ask them to write on it the date of his birth. Then collect the cards, shuffle well and then distribute the blank side facing up. Now ask the participants to write a game for them, that everyone would like to get as a gift for his birthday. When all is ready, Player A turns over his card and asks, for example: 'Whose birthday is on the twenty-fourth of September?'. The player who has written the date, replies: 'This is mine!'. Player A then passes the card, for example, with these words: 'I'm giving you a bike!'. After that, "the happy owner of a motorcycle" flips the card to get him at second hand, etc. Exercise may stall if a player card And his return earlier than everyone else will get rid of her. Then you give the floor to the next participant does not play more. The game continues as long as all participants to "get their gifts." It is advisable to carry out the game at the end of a class, because children usually causes intense discussion, and that someone who gave!




















"Fridge"

Subject: Food + Demonstrative pronouns + Ordinal numbers.


Here is an example of an interesting job in English for Class 3.

To prepare for the job, ask the children to bring the two magazine clippings with photos of the products, the names of which you have passed. One picture product to be presented in the singular, on the other - in the plural.

   In the class of the entire height of the board, draw outdoor refrigerator with five or six shelves. Pupils in turn go to the board and "spread their products on the shelves," for example with these words: 'This is milk. These are eggs'. When all the clippings will be on the board, remove the duplicate. Then ask the children to close their eyes and change the location of one of the pictures. When players open their eyes, they need to find what has changed. Guess builds about the following sentence: 'The cheese was on the fourth shelf, but now it's on the third shelf'. After that, he is the winner of the first round and the second lead.





















"Laces"

Subject: Lexicon.



Here is an example of an interesting job in English for 2 classes.

To perform the job, you should prepare 1m cord four or five colors. Each cord is cut into five parts: 10cm, 15cm, 20cm, 25cm and 30cm.

The class put all cords in one small box. Pulling one lace of different colors, ask the children what a lexical subject to assign this color. At the same time fix a proposal on the board like this:

Green - Animals,

Yellow - Food,

Red - Clothes,

etc.

When all categories are defined, mix shoelaces and place the box in the center of the table. Students take out one by one by one braid and wound themselves on the index finger, with each turn of pronouncing the word on a given topic. He coped with the task, the player leaves the string itself, not the right - puts back into the box. The words for different laces can be repeated. When the box is empty, the results are calculated. The winner is the participant who has collected the largest number of laces.











Universal:


"Bus"

Subject: Alphabet + Spelling.


In order to effectively repeat the alphabet in English, it is advisable to use games in the classroom. Here is a classic example of such a game.

For carrying out of this game, you will need a stopwatch.

Please write on the board the names of students. As your team 'Start the bus!', Player A begins to recite the alphabet. As your team 'Stop the bus!', He stops and specifies the letter, which was interrupted. Prepare a stopwatch and your team 'Start the bus!', The players are starting to write any words beginning with that letter. After one minute you command 'Stop the bus!' and all the players stop. Then Player A starts to read your list. Students with the same word, say: 'Stop the bus!' and they all, including the Player A, this word is expunged from their lists. Player B then starts to read a list of the remaining words, etc. Meanwhile, Player A calculates its remaining words and tells you the result that you fix on the board in the form of points. By now, the players keep up with your results, etc. When all have finished checking their lists, and starts the second round, where the alphabet already reads Player B. on the board in front of each name will be the figure, If you roll to "play" the letter already, then the following is taken. The game continues as long as each party does not will call the letter. At the end points are summarized and determined the winner of the game.












"Vitamins"

Subject: Food + Spelling.



Here is one of the variants of the game setting in English.

The rear does not require prior training.

 In the classroom, divide the board into three parts, which title the A, B and C players game also divide into three teams: the first will be of vitamin A, the second - vitamin B, and the third - S. To do this, players need to remember as much as product names, these contain "vitamins", i.e. corresponding letters. When all the players are ready, "secretaries" teams go to the blackboard and write the resulting words into their bars. Names of products from different teams can be repeated! After the lists are completed, you are awarded one point for each given letter. The winner is the team with the most points.






















"Orange"

Subject: Lexicon.



Here is a game task in English, which is the passive version of the popular game "musical chairs".

  To perform this job you need orange or other similar object.

 In class seat the players in a circle, and turn on the music. Apply Orange Players A, calling at the same time one of the lexical categories, for example: 'Clothes!'. Player A passes to players in the orange with the word on a given topic, for example: 'Trousers!'. That, in turn, sends the player with orange, calling his word, etc. Member in whose hands turned orange when the music stopped, out of the game. After that, you set a new lexical category and Orange continues its journey around the circle. The game continues as long as it does not remain one winner.
























"Baggage"

Subject: Clothing + plural noun + Listening.


Here is a interesting example of learning games at English lessons in the 6th grade.

 To prepare for the game, take the A4 paper sheets on the number of students in the group. Fold each sheet in half and, using scissors, round off the corners, giving the shape of a suitcase.

On lesson distribute templates players, offer open and enter into the list of things they would take with them to any trip (in this case, the values ​​of the direction and duration are not). When all the players are ready, ask "passengers hand over their suitcases at the baggage", i.e. you. Gathering templates, mix them up, explaining that "the airport suitcases were mixed up," and then distribute to the players again. "Having someone else's suitcase, the first passenger it opens and lists the contents." The player, who learned his "baggage", cries out: 'This is mine!' and takes it himself. Further, "the happy owner newfound suitcase lists the contents of the suitcase, which he got at the baggage claim." The game can stall if the first before, "the passenger of his suitcase back," than all play. Then you will continue to offer any more unplayable party. The game ends when each "passenger get my suitcase."

















"Twelve months"

Subject: Months + verb to be.





Here is a an example of educational game in English.

To prepare for the game, let the children draw their homework on separate sheets of paper characters, they are associated with different months, e.g. January - snowflake, February - an asterisk, March - flower, etc. Adults give the job to cut similar pictures from magazines. Remind participants of the game every month to sign the back of the image.

The class Player A goes to the board and, in turn showing their cards, conducts roughly the dialogue with classmates:

Player A: What month is it?

Player B: Is it July?

Player A: No, it is not.

Player C: Is it June?

Player A: Yes, it is.

Then, Player A gives player to guess the picture C. When Player A will distribute all of its illustrations, takes his place in the player, etc. After all students get rid of their cards, they count won. The winner is the participant of the game, which brought together the largest number of images.














"Clew"

Subject: Simple present.




Here is one of the ideas for interesting games for English classes for high school students and adults.

 To prepare for the game, make a chronological list of the proposals, describing the daily routine. It is desirable but not necessary that the number of phrases coincide with the number of players. Example:

I get up at 7.00.

I have a shower at 7.15.

I have breakfast at 7.30.

I start work at 9.00.

I have lunch at 1.00.

I finish work at 6.00.

I have dinner at 8.00.

I go to bed at 11.00.

A lesson in the entire height of the board, draw a circle, and in it a few (such as the target). The total number of circles = Number of words in the longest sentence - 1. Next, fill in the resulting form as follows:

In the center circle write the pronoun 'I'.

The 1st ring register once all the verbs in alphabetical order, ie, in our case: get, go, finish, have, start

In the 2nd ring enter the third word of each sentence: a, breakfast, dinner, lunch, to, up, work

The third ring - 4th words: at, bed, shower

In the 4th ring - 5th elements: 1.00, 6.00, 7.00, 7.30, 8.00, 9.00, at.

Finally, the right and left outer side of the circle put the numbers 7.15 and 11.00.

 Give participants the task of the game not only put together a proposal, but also to place them in chronological order. Roughly victory is awarded to the player, the fastest "unravel". To test, each participant reads the game on the proposal. If the winner of a preliminary wrong, the opponent wins the match, "came to the finish line,"




"My numbers"

Subject: Cardinal numbers + comparative degree of adjectives.


Here is one example of how to take your English lesson.

The game does not require prior training.

   Unknown number from 0 to 99, e.g. 25. Invite students to guess. Your further dialogue with the participants of the game might look like this:

Student A: Is it forty-seven?

You: No, my number is smaller.

The Student: Is it sixteen?

You: No, my number is bigger.

etc. until the exact figure will be named.

The player who guessed the number is the winner of the first round and the second lead. The game continues as long as each party does not visit her as presenter.

       If desired, you can play and big numbers.
























"Music Box"

Subject: Listening.


Here is an interesting version of the game on listening to English lessons.

To prepare for the game, take your favorite song in the English language and list of her acquaintances sixteen words your students.

At the lesson write these words on the whiteboard alphabetically. Then give players an A4 sheet of paper and ask them to fold them in half and then in half again, again and again. Thus, expanding the paper, the players will receive a form for "Bingo" 4x4. Next, ask the players to enter in the cell words from the board in random order. When all the players are ready, you turn on a song. In the course of its sound, the players heard the word is expunged in its forms. The winner of the game becomes a student crossed out the first four cells in a row horizontally, vertically or diagonally.




















"Radio"

Subject: Reading.



This game can be used to develop the lesson in English.

To prepare for the game, pick up a poem in which the number of quatrains is not less than the size of the group. Make one copy of the text for each player.

On lesson distribute copies of the participants in the game and read the poem in unison. Next, divide the players into pairs so that the companions sat in as far as possible from each other. As your team 'Ready! Steady! Go! ', The first pair of players begins to read the poem. When readers reach the third line, say: 'Turn off the volume!'. After these words, the players continue to read the poem himself. And this time you count to ten and says: 'Turn on the volume!'. With these words, the players are beginning to read aloud. You note in his copy of the text of the word, with which the players entered. If it is one and the same word, then you commit on a blackboard 0 points. If it is adjacent words, the couple earns 1 point. If one divides the word (even the office!) Word, the team receives 2 points, etc. The second pair begins to read the poem in the third quatrain, etc. The game continues as long as all the couples will not read your part of the poem. The team that scored the fewest points.


















"Rose of Wind"

Subject: Clothing + Seasons.



Here is an interesting variant of developing games for English lessons.

The game does not require prior training.

At the lesson, divide the board in half horizontally and vertically. At the ends of the two lines draw the arrow and label them as follows: the top - 'winter', the left - 'spring', the bottom - 'summer' and right - 'autumn'. Divide participants into four teams of the game, depending on the time of year in which they were born. Then the teams 'Winter' the player goes to the board and to the top of the line makes a "notch" at a distance from the center of the palm. Then he signed it the name of one of the garments, which are usually in the winter, for example 'scarf'. After that, 'Spring' player makes a "notch" on the left, suppose the word 'gloves', etc. In the second and subsequent rounds, the players make a "notch" on the lines of the palm at a distance from the previous ones. on different lines of the Word, of course, should not be repeated! If the team is difficult to make a move, in turn, he goes to the opponents, but out of the game no one is eliminated. When ideas run out, you link together the extreme "nick" of each line, thus forming a "compass rose". The winner of the game is the team, whose side "rose" deviates more.


















"Chamomile"

Subject: Nouns and Adjectives.



Here is a version of the original educational game on English lessons in the 7th grade.

The game does not require prior training.

Draw in the center of the board small circle, symbolizing the heart of the flower. Enter it in one of you passed adjectives such as 'clean'. Then draw tab and enter into it any noun, adjective is combined with a predetermined, for example, 'water'. Then one by one the players go to the blackboard and draw petals with their nouns, for example: 'shirt', 'floor', etc. As a result, should get a daisy with the number of petals on a greater number of participants in the game. If the group is small, each player draws on two petals. When you're done, ask the participants to the game, since any "petals", read the resulting nouns in the chain, i.e., A player reads the first word in the player - the second, etc. Thus, the first round should withdraw on the players A. Then you erase any "petal" and Player B starts to read again the words from the same place where you left off. Member of games that will get the deletion of the word, should he recover in memory, and say. If he could not do it, then out of the game and the word, trying to play the next participant, etc. The game continues as long as all the "petals are not torn off" and the words restored.
















"Safe"

Subject: Spelling + verb have got.



Here is an interesting example of gaming technology on English lessons. He is the original version of the popular game "Hangman." In contrast to the classic version, in this game, participants are invited to guess the whole word rather than by letter.

The game does not require prior training.

Think one of you passed by words (e.g., 'dream') and Draw on the board: _ _ _ _ _. Ask players to "pick up the code to the safe" by using different combinations of letters. Your further dialogue with the participants of the game might look like this:

Player A: Is it 'train'?

You: No, but it's got 'r' at the same place.

Write on the board: _ r _ _ _

Player B: Is it 'dress'?

You: No, but it's got 'd' and 'e' at the same places.

Write on the board: d r e _ _

Player C: Is it 'dream'?

You: Yes, it is.

Write on the board: d r e a m

Thus, the player with the winner of the first round and the second lead. The game continues as long as each of its members at least once, it does not go as a presenter.















"Secret List"

Subject: There is + vocabulary.


Here is a fun version of the educational game in English class in 9th grade, which is well suited for the lexical material consolidation at the end of a course or academic year.

To prepare for the game, make a list of ten things that you can meet in the park, such as:

bench, bird, bush, dog, flower, fountain, grass, path, playground, tree.

A lesson to offer the player to unravel all the words from your list by asking questions like: 'Is there' tree 'in your list?' etc. I guess the word you write on the board, and guess the player shall score a point. After all your list will be "declassified", distributed among the participants of the game following places: beach, cafe, chemist, hospital, hotel, office, school, supermarket, theatre, train station, etc. When all are ready, players take turns to leave the board and are each a round. In the final points earned are added together and determined the winner of the game.




















"Sundial"

Subject: Time.



Here is one of the variants of the game tasks in English. The game does not require prior training.

Ask the players to prepare a pencil, draw out his left hand and place it with the edge of the hole between the bases of the middle and index fingers. When all the pens will stand on the palms strictly perpendicular, you ask: 'What time is it?'. Players count the chorus: 'One o'clock, two o'clock, ...'. The winner of the game becomes a participant, the longest hold out your pencil in a vertical position.



























"The chain of words"

Subject: Nouns and Adjectives ARTICLE + a / an.


Here is one of the variants of interesting assignments in English for Grade 7.

Quest does not require prior training.

Start the conversation by uttering such a phrase: 'an old house'. Then ask the first student to replace him in the adjective, e.g.: 'a beautiful house'. Next, have the second student to replace a new noun phrase, such as: 'a beautiful girl', etc. Student, has not found the right word, out of the game, and the chain continues to the next participant. Quest continues for as long as it does not remain one winner.

















For adults:

"A year ago"

Subject: Time "The future is in the past."



Here is an interesting idea for an English language lesson at a New Year's theme.

The game does not require prior training.

New Year - the traditional time to take stock. At the lesson, ask the participants of the game called personal experiences, which they did not know a year ago. For example, start themselves, and students will continue, say so:

You: A year ago I did not know that I would visit China.

Player A: A year ago I did not know that I would change my job.

Player B: A year ago I did not know that I would become an uncle.

etc.

Member, which has failed, in turn, insert a phrase, is eliminated from the game, which lasts as long as it does not remain one winner.























"Zavalinka"

Subject: Reported speech.


Here is an interesting variation on the game of communicative English classes.

The game does not require prior training.

In class seat the participants in the game in the series, depicting the old men on the bench. For a group of five players, their further conversation might look like this:

Player A (named Gleb, referring to the player in): It's hot today!

Player B (named Vika, referring to players with): Gleb said that it was hot that day.

Player C (after Egor, referring to player D): Vika said that Gleb told her that it had been hot that day.

Player D (named Lina, referring to the player E): Egor said that Vika told him that Gleb told her that it had been hot that day.

Player E (named Mark, referring to player D): Oh, yes! And it's not going to rain!

Player D (referring to the player E): Mark said that it was not going to rain.

etc.

Make a mistake or do not find an appropriate cue to continue the conversation, the participant is eliminated from the game, which lasts as long as the "on the bench" there will be no two winners.




















"Sometimes"

Subject: Adverbs of frequency + Simple present.



This exercise is an interesting variant of the learning games on English lessons for high school students.

  To prepare for the game you will need to do five cards to each participant with adverbs of frequency.

A lesson well shuffle the cards and place the stack in the center of the table. Player A, showing no one removes the top card. Suppose, on it is 'Always'. Player A then sets the player in about a question: 'How often do you have a shower?'. Of course, he answers: 'I always have a shower'. After that, the player A, showing all the card, leave it myself. Then Player B takes the next card from the deck. For example, it would be 'Sometimes'. Then Player B asks players with allegedly following: '? How often do you go to the theatre', suggesting that the answer: 'I sometimes go to the theatre'. But Player C responds like this: 'I often go to the theatre'. After that, the player has no choice as to open the card and give it to the Player S. Then all players with sets by removing the top card, ask player D, etc. The winner is the participant of the game, which brought together the largest number of cards in the first five rounds.


Always



Always



Usually



Usually



Often


Often



Sometimes



Sometimes



Never



Never




















"Composition"

Subject: The present continuous tense + Letter.



Here is an example of an interesting exercise for the English language.

 To prepare for the exercise, choose an instrumental melody for five to seven minutes.

In class have the students close their eyes, relax and draw a picture in the imagination, which casts them music. After you hear a melody, give students time to issue his "vision" in the essay, consisting of not less than five sentences. When all is ready, one by one, students read out about these stories:

'It is sunset at the sea. A beautiful girl is walking along the shore. Her long hair is blowing about ... '























"Favorite toys"

Subject: Turnover Used to + Listening.


Teaching English classes for adults, it is advisable to use an interesting exercise. Here is an interesting psychological test. It turns out toys, in which we used to play as a child, can tell a lot about our character.

 To prepare for the exercises to print the test results.

During the lesson, write down the names of the following toys board:

Ball

Building bricks

Books

Camera

Dolls

Paints

Plasticine

Railway

Soft toys

Soldiers

Invite students to choose the most favorite toy. Do not give much time to think! Speak must be the first thing that came to mind using used to turn like this: 'In my childhood I used to play with dolls'. After all the students will speak, read out the results of the test.

Results:

Ball. You are a person of action. You need close fiends very much.

Building bricks. You are stubborn and distrustful. You do not like surprises.

Books. You are a great dreamer. You love travelling without leaving home.

Camera. You often remember the past. You are too dependent on the others' opinion.

Dolls. Your passion is meeting new people. You love studying human nature.

Paints. You are perceptive and understanding. People like you very much.

Plasticine. You do your best to change the world, but you do not want to change yourself.

Railway. You love new cities, countries and people. Your life is a chain of meeting and departures.

Soft toys. You like new feeling and emotions. You try to experience everything.

Soldiers. You love planning and competing. You are good at adopting new information.


"One dollar"

Subject: Number of products.



Using gaming technology in the classroom of English makes teaching much more effective. Here is a single example of the use of this technology.

 To prepare for the game, make a list of the number of products that you could buy for $ 1 in the nearest supermarket to your home, for example:

150 g of butter,

1.8 l of milk,

12 eggs,

etc.

 In the class on the blackboard write down the names of these products and offer players to make similar lists. When all is ready, the players alternately read out its values ​​at the same position. At the end of each round, you declare your data. Players whose numbers coincide with your prepared points. The winner is the participant of the game with the highest number of points.




















"Once"

Subject: Simple present.



Interesting job in English is much easier to teach this subject. Here is a single example of such a task.

 In a class of students give eight write task suggestions that they are usually made once a day, a week, a month, a year. For example:

Once a year I visit my grandmother.

Once a month I go to the theatre.

Once a week I eat out with my friends. etc.

When all is ready, Student A reads its first proposal. If none of the classmates did not respond, he puts in front of this offer "100%". If someone has a similar offer, they both charge a currently 50%. If a person in a group of three similar proposals written, they set themselves for them to 30%, four - 25%, and five - 20%. Next Student reads in its proposal and so on, until all of the original versions will not be made public. After that, the players count the amount of earned interest and identify the winner.





















"Invitation to the party"

Subject: can + Time + Days of the week.



The use of games in the classroom of English greatly facilitates learning. Here is a interesting example of learning games.

The game does not require prior training.

At the lesson give students the following input: you are going to arrange a party for them, suppose on Saturday at 18-00. Then build with the participants of the game similar to the following dialogue:

You referring to Player A: Marina, can you come to my party on Saturday at six o'clock?

Player A: Sorry, I can not. I've got a ticket for a concert.

You, referring to player B: Sergey, can you come to my party on Saturday at six o'clock?

Player B: Yes, with pleasure. etc.

When all responses are received, count how many players you have given your consent. Next, spread among the participants of the game time remaining for the next week, considering their own plans. After that, the players take turns to invite you and classmate to "their party". The winner of the game becomes a party, attended by the highest number of positive responses.



















"Racing countries"

Subject: Countries + comparative degree of adjectives.


Here is one of the variants of interesting assignments in English for Grade 10.

 To prepare for holding jobs, make a list of countries you have traveled, the number of which is twice the size of your group. Arrange the country names in alphabetical order and divide the list in half.

 In the class write down on the board a list in two columns. Ask each student in turn to make an offer, comparing any country in the left column to the right of the other country. For example, if a student says: 'Brazil is hotter than Poland', you will erase the names of the countries of the columns. Adjectives do not have to be repeated!

























"Fruits - vegetables"

Subject: The verb prefer + Listening.




Teaching English classes for adults, it is advisable to use interesting exercise. Here presented a very interesting psychological test. It turns out that our taste preferences can tell us about our character.

To prepare for the exercise, to print the test results. For its passage, students only need to answer two questions. It might look like this:

You: Do you prefer melons or watermelons?

Player A: I prefer watermelons to melons.

Player B: I prefer melons to watermelons. etc.

When all will speak about the fruit, you ask the second question: 'Do you prefer tomatoes or cucumbers?' etc. After all the answers will be announced, you will read out the results, which can then be discussed.


Results:

Melon - Cucumber. This kind of men is serious and reliable. They like sport and travelling. Women are good wives, but bad housekeepers. However, they are best friends for their men.

Watermelon - Cucumber. This is the most creative kind of people. Among them there are a lot of scientists and inventors. At the same time, they are very unpredictable.

Melon - Tomato. People of this kind are calm and relaxed. They have a sense for beautiful things. Men often become artists and musicians. Women are very good wives.

Watermelon - Tomato. This kind of person is gay, active and sociable. Men are a bit lazy. Women are too emotional. The main quality of these people is sincerity.









"Suitcase"

Subject: Clothing + plural noun + Countries.



Here is an interesting example of how to organize the game at English lessons for adult groups.

The game does not require prior training.

At the lesson ask students to choose one of the countries traversed by you, without naming her. Then ask players to write a list of things they would take with them to a two-week visit to the country. When all the players are ready, among them tied about this conversation:

Player A: I put in my suitcase and hat, five T-shirts, ...

etc. until you announce your entire list.

Player B: Are you going to Brazil?

Player A: No, I'm not.

Player C: Are you going to Australia?

Player A: Yes, I am.

Thus, the player with the winner of the first round, while earning one point. Now he reads their list, and the first question he asks Player D, etc. The game continues as long as each party does not announce its own list. In the final scores obtained are summarized and determined the winner of the game.





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Games for developing pupils motivatiion at English lessons

Автор: Молдабаева Гульден Алмасовна

Дата: 23.10.2016

Номер свидетельства: 351617


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