National
games on English classes
With the
aim of advocating national customs during classes the conduct of national games
will ameliorate quick thinking and good memory abilities of elementary school
pupils and will contribute to the creation of solidarity milieu in the class.
Therefore I introduce the following types of national games that are used
during classes.
«Who is quick-witted?»
Pupils are divided
in two small groups. In order to play this game we need to have a ball and an
item which indicates time (I will be using sandglass). The facilitator can be
appointed as a result of counting-out rhymes or draw. The two small groups
stand opposite to each other. The distance should be approximately two meters.
The facilitator
says the beginning of any word, “ele…” for example, to the very last
player of one of the two teams and then throws the ball. The one who catches
the ball says the end or continuation of the word (“…phant” in this
case) and throws it further to the next player. The game is further played in
this way. The facilitator controls the tardiness in the process of team members
being answering and grants corresponding points for that. The game may last 3-4
minutes. In this game the team which gets the least number of points is
considered as winner.
«Note!»
The class is
divided in two groups. The two teams have to choose the team leaders among
themselves. Members put 10-15 different small items (such as toys, pens, small
pictures) on the table and cover them with a shred, while the two team leaders
write down the names of all those items so that the rest does not see. Other
children observe the items during one minute and turning away have to write all
the names that they have just seen and observed. Each word, written without any
mistake, is counted as one point.
The game improves
observing and memory skills and exercises the ability to write the words
without mistakes.
«Do not be mistaken»
Children
create a circle by holding hands. The one who is willing goes out to the
center, and tells a poem illustrating it by gestures. For example:
One, one, one (shows 1 by a
finger)
Little dog run. (runs like a puppet)
Two, two, two, (shows 2 by fingers)
Cats
see you
(looks
like a cat)
Three,
three, three
(shows
3 by fingers)
Birds
on the tree
(shows a flying
bird)
Four, four, four (shows 4 by fingers)
Rats
on the floor.
(walks
like a mouth on the floor)
The rest of the
children have to repeat all gestures. The one who is not able to show the
movements goes out to the center and continues the game by singing a song or
telling a poem. If he or she finds difficult to sing or tell a poem in English,
then he or she can dance.
The game accustoms
children to creative solidarity and acumen.
«Flies-flies»
The
facilitator can be appointed by a method of “Pen in the center”. The facilitator
tells different words from the past topics and says “Flies- flies”. For example:
Flies-
flies, peacock.
Flies-
flies, pirate.
Children have to
quickly understand the meaning of the words, and when the facilitator tells the
names of the objects that fly they have to put their hands up and when the
facilitator tells the names of the objects that do not fly they have to put
their hands down. The pupil who is not able to do that has to tell a poem or
sing a song in English.
The
game sharpens sensitivity of children and accustoms them to think quickly, act
accurately and be internally collected.
«Magic stick»
Children
create a circle by holding hands and choose the one from themselves as a facilitator.
The facilitator goes out to center by holding a stick. He or she, starting from
one end of playing children, appoints to all of them the numbers of order in
which they stand. For instance:
Bekzat-
the first
Ainur-
the second
After that
the facilitator props the one end of the stick to the floor by holding it up
and says
the number of any of the playing children, and puts the stick down. Say, the
number that facilitator says is fifteen and the one, whose
number is fifteen, has to run quickly and hold the stick not dropping it down
right after he/she hears his/her number. If he/she does not understand or is
slow, and does not hold the stick quickly or drops the stick, then he/she has
to do what others say. If the player gets to the place quickly and does not
drop the stick, he/she exchanges the places with facilitator.
It is possible to
use the names of different animals, items that are in the classroom or
something from the past topics instead of numbers.
The game helps
children think and act quickly, and memorize vocabulary.
«Hide and seek»
It is good if the game is
played in the school’s yard, sport gymnasium, or school’s corridor during the break.
It is possible to draw a big circle or limit the place within which the game is
to be played. Toys are distributed to the participants and the scamp goat is chosen as a
result of counting-out rhymes. Other children tell a poem while
the
eyes of scamp goat are tightly closed:
We
go, we go,
We
go to the Zoo.
There
is a tiger there,
And
a zebra too. (pupils
can tell another poem that they know)
Children
should not go out of
the designated place while running off the scamp goat. The scamp goat tries to
catch one of them. If it does, the one who is caught gives the toy to the scamp
goat. The scamp goat has to recall the name of the toy and its owner by
caressing the toy. For example:
It
is a cow. It’s Arman’s cow. etc.
Assyk game
Putting
the assyks on
one side in a row, one pupil from each team goes out to the center.
Participants that are in the center strike the assyks in a row. The teams get
the tasks according to the way how assyks fall.
Buk- 1-task
Shik- 2-task
Taiki- 3-task
Alshy- 4-task (surprise)
The game accustoms
children to think and act quickly and memorize vocabulary.
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