- •Songs and games
- •Learning outcomes
- •Why songs and games?
- •1.1 Why songs and games?
- •1.1 Why songs and games?
- •1.2 To sing or not to sing?
- •1.3 The advantages of songs and rhymes
- •1.3 Advantages of songs and rhymes
- •2.2 Action songs and rhymes
- •This is the way we ...
- •This is the way we say hello
- •2.3 Traditional versus contemporary songs
- •2.3 Traditional versus contemporary songs
- •Pizza and chips
- •3.2 Adapting songs for the language classroom
- •3.1 Commentary - Adapting songs for the language classroom
- •Actions
- •Adding sound effects
- •Substituting other tunes
- •Omission
- •3.2 Adding actions to songs
- •3.2 Commentary - Adding actions to songs
- •The Alphabet Song
- •Other song ideas
- •Final points about songs
- •4.1 Final points about songs
- •4.1 Final points about songs
- •Are the children involved?
- •Is language development integrated into the song?
- •Does it encourage active learning?
- •Games - what and why?
- •5.1 Games - what are they?
- •5.1 Games - what are they?
- •5.2 Why games?
- •5.2 Why games?
- •Purpose, organisation and materials
- •6.1 Purpose, organisation and materials
- •The purpose of playing games
- •Code-control games
- •Communication games
- •Patterns of organisation
- •Materials and equipment needed
- •The Word Chain game
- •Language focus and involvement
- •7.1 Language focus and involvement
- •Competition and Co-operation
- •Uncertainty
- •7.1 Answer key - Language focus and involvement
- •Songs, rhymes and games - things to avoid
- •8.1 Songs, rhymes and games - things to avoid
- •8.1 Songs, rhymes and games - things to avoid
Uncertainty
This is caused by the demands made on the children's memories, and is another characteristic important in some games. "I went to market and bought ..." is an example of where the players' memories will fail at some point: the excitement comes from the challenge of uncertainty!
These characteristics of luck, competition, co-operation, and uncertainty can help you change a coursebook-led language exercise into a game. For example, a simple question and answer activity between you and your young learners - "Where is the book?" "It's next to the bag/on the desk/behind the door" - can be made more dynamic by introducing memory - "Look at the things on the table. Now turn around ... Where is the book? Where is the bag?" Many variations and adaptations are possible.
Another example from your course book is a page that is introducing new vocabulary - usually this is supported by illustrations of the items. You could turn this into a memory game by bringing in real objects of the vocabulary items and show them to the children. Then, ask them to close their eyes and as they do so, remove one of the objects.
The children then open their eyes again and have to say all the objects they can see, as well as the one that has been removed. You continue doing this until all the objects have been removed and the first child to remember all of them is the winner!
Including the elements above in the games you use in the classroom will ensure that all the children are involved.
Do you want to add anything to the table you have completed?
If not, open the Answer key resource and compare your answers.
7.1 Answer key - Language focus and involvement
Compare your answers to the comments in this table.
Game |
Language Teaching Focus |
Organisation |
Materials |
Game Type |
I went to market... |
Any item that can be bought |
Whole class and leader |
None (Brains and memory!) |
'Code-control' - language practice |
Simon Says |
Instructions, imperatives, parts of the body, action verbs |
Whole class and leader |
None |
'Code-control' - language practice |
Find the difference |
Asking for and giving information, describing; vocabulary as shown in the pictures |
Pair work |
Pairs of similar pictures |
Communicative |
I Spy |
Vocabulary related to objects in the classroom; spelling - initial letters; Question, 'Is it a ...? Yes, it is/No, it isn't |
Whole class vs. one player |
None |
'Code-control' - language practice |
The dog game |
Vocabulary |
Pair work |
Pen and paper |
'Code-control' - language practice |
Snap! |
Reading of vocabulary |
Groups of four to six |
Playing cards |
'Code-control' - language practice |
Pelmanism |
Reading of vocabulary |
Groups of two to four |
Playing cards |
'Code-control' - language practice |
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