Teaching English as a Second Language by avid Chapman

Teaching English as a Second Language by avid Chapman

Author:avid Chapman [Chapman, avid]
Language: eng
Format: epub
ISBN: 9781426952586
Publisher: Trafford Publishing
Published: 2011-01-13T05:00:00+00:00


Whiteboard Games

1. How to play whiteboard games. First, you set up the game and you play the game as it would normally be played out. Then, before a student can take their turn at the game, they must answer an English question that the teacher gives them. When that student answers the question, their whole team can repeat the answer again. The opposing team just listens to the answer being repeated. You are playing a game, but you are also practicing all sorts of target sentence structures as you play.

2. Snakes & Ladders. (A big die, two magnets) Team A/B. Draw a snakes & ladders board on the whiteboard. It is a grid of 50 or more squares. Use a black marker for the squares and numbering, a red marker for the snakes, and a blue marker for the ladders. The first team to the top corner square is the winner.

3. Sneaky Snail. (A big die, 2 magnets) Team A/B. Put your marker in the middle of the whiteboard and start drawing a line spiraling to the left. Keep spiraling further and further outwards until you take up most of whiteboard. Now, make an end to your spiral by closing it off. Draw a long snail’s neck up the left side with a round head, smiling face and antennas to make the whole thing look like a snail with a big shell. Now, divide up the snail’s shell into 25-30 small squares and number them. The first team to get out of the snail is the winner.

4. Shark Game. (A big die, 2 magnets) Team A/B or Team Teacher / Students. Draw a long ladder going across some water with sharks swimming in it. Some of the rings on the ladder have no line on the bottom, a hole in the square. If a team rolls the die and ends up on a square with nothing there, they fall into the water and get eaten by the sharks. That team needs to start from the beginning again. The first team to climb over to the other side of the water and not fall in it is the winner.

5. Climb the stairs. (A big die, two magnets) Team A/B. Draw a tall set of stairs on the whiteboard. The first team to the top is the winner.

6. Climb the tree. (A big die, 2 magnets) Team A/B. Draw two trees on the whiteboard. Write the numbers up to 20 on each tree trunk. The first team to the top of their tree is the winner. You can also draw some red apples on your tree to make it look more appealing.

7. Climb the hills. (A big die, 2 magnets) Team A/B. Draw a few different towers on the whiteboard. The first tower is 2 squares tall, the next tower is 3 squares tall, and the last tower is 4 squares tall. A team member rolls the die and needs to roll at least that high of a number to get over each particular tower.



Download



Copyright Disclaimer:
This site does not store any files on its server. We only index and link to content provided by other sites. Please contact the content providers to delete copyright contents if any and email us, we'll remove relevant links or contents immediately.