Эти игры помогут и оживить урок, и отработать материал, и развлечь, а иногда и просто занять детей до звонка . Здесь  публикация из приложения «English» к газете «Первое сентября» №15/1995.


1. CODED DIALOGUES
(one or two letters too many) a) Herow manery aerre thereer iern yerour faermily? – Terhere arere ferive iern mery feramily.
b) Havide yidou sideen Tidom? – Nido, lid havide nidot seiden hidim fidor agides. Ohid noid.


2. BACK-TO-FRONT WRITING
Si s’rehtoM esrup no eht elbat? – On, s’ti ni reh gab.

3. SCRAMBLED WORDS AND SENTENSES
a) petreiu; cleinp; praep.
b) To went the last I theater week.


4. HURRY UP.
On one side of the blackboard the teacher writes a list if 20 known words (numbers may also be used) for team A, and the same words (or numbers) in a different sequence on the other side for team B. The teacher calls out one of the words (or numbers), and one member of each runs to the blackboard to cross out that word (or number) on his team’s side of the blackboard. During the 10-second time limit, friends may call out valuable information: “Fifth from the top!” etc.

5. NOUGHTS AND CROSSES.
Oral instructions are given by one member of each team. E.g., “I want my cross in the upper-right-hand corner, please!” You may add some task into the cells of the grid (verb, active phrase, picture etc.). The first team to complete the row of three (straight or diagonal) noughts or crosses is the winner.

6. LISTEN AND DRAW.
The teacher gives instructions such as: “In the middle of your page draw a big square in red. On top of the square draw a green circle about half size of the square…” etc. Obviously, the aim of this game is to review vocabulary for spatial description. The drawings can become quite complicated, and only perfectly correct examples receive a point.

7. LADDER.

The teacher draws two separate ladders on the blackboard – one for team A and the other for the team B – and writes two different words (one for each team) on the bottom rung. Team members take turns filling in different words on each rung, each word beginning with the last letter of the previous word. The first team to reach the top is the winner.

8. FIND THE STRANGER.
Within a specified time limit, different members of each team attempt to circle the stranger (the word that doesn’t fit) in a group of four words. There are 10 sets of four words in the game. The first team to complete this in the winner.
E.g. October November Remember December
Horse Cow Pig Knife


9. THINK QUICKLY.
The teacher calls out a word, e. g., “Tree!” One member of each team runs to his team’s blackboard and writes down 10 words rhyming with tree. (No help from the other team members!). The first to supply the 10 words correctly wins a point for his team.

10. UNJUMBLE THE TOWNS.
On two different blackboards, the teacher draws blank maps of a country, using dots to show the positions of some cities. Alongside the maps are the jumbled names of 10 cities that are indicated on the map by dots. Team members take turns unscrambling the city names and filling them in on the map. The first team to complete the whole map is the winner.

11. BUILDING WORDS.
The teacher writes a set of letters on the blackboard, and the two teams make up as many words as possible from the letters within a set time limit. T he team with the most correct words wins.

12. FIND THE CITIES.
Two copies of the following set of letters are written on two separate blackboards:

W A R S A W M A D R I D J Q B S
A B O N N E R O L A P A Z U O U
S E M O S C O W X R T U N I G C
H L E A R L S V E R O M E T O P
I G N E H E L S I N K I S O T E
N R I S T R O A N A Y M U N A L
G A T H E N S N R I O T T A W A
T D U B L I N K U R P R O N E L
D E N G L I S A E O N T Y R I A
N S A L G I E R S B A G H D A D
R C F O U B Q A M I L T A K V L

Team members take turns running to the blackboard and circling a capital city (vertically or horizontally) until all cities have been revealed. The first team to find all the hidden cities wins. (The game has many possibilities: Find the Months, Find the Seasons, Find the Professions, etc.)

13. GRANNY’S CAT.
This game provides an interesting way to practice adjectives. The adjectives describing Granny’s cat are to progress in alphabetical order and are to be provided orally by different members of each team alternately within a set time limit. Any player who fails to answer, is too slow, or repeats an answer is eliminated from the game. There is one point for each correct answer, and the team with the greatest number of correct answers wins. E. g.,
Granny’s angry cat
Granny’s bad cat
Granny’s crazy cat, etc.


14. BROKEN BRICKS.
Members of both teams try to mend the broken bricks as fast as possible by adding suitable syllables to the word endings given in a set amount of time, scoring one point for each correct answer, e. g.. –ion, -ice, -tch, -ted, - ant, - try, -ons, - ase, etc. (tension, apprentice, dispatch, painted, etc.).

15. ANAGRAMS.
The team that can do double anagrams more quickly, and correctly of course, is the winner. E. g.,

0
       
O A D R B +
0
 
0
   
A P G E R =
     

16. SURPRISE ENVELOPE One member from each team chooses an envelope that contains a cut-up sentence or message which, when assembled correctly, provides instructions to be followed. The end result is some form of a surprise or reward. E. g., The tallest member of your team must go to the cupboard and from the top-right-hand corner take an envelope, which contains a surprise. (The surprise could be a pencil for each member of the team completing its task first.) 17. SECRET CODES., Messages containing information or even surprises are to be decoded by the members of each team. The first team to decipher the messages wins. E. g., the message “We shall have games again next week” may be written in the following code: Xf tibmm ibwf hbnft bhbjo ofyu xffl. (The nest letter in the alphabet is used. Thus Xf= We and so on.) 18. YOU’RE NEXT Practicing adverbs through games can be very exciting. Teams A and B face each other. One player gives a sentence, e. g.: “Andrew speaks English beautifully!” A member of the other team responds by substituting a different adverb beginning with the next letter in the alphabet, e. g.: “Andrew speaks English correctly!” and so on. A team loses when it cannot provide the next adverb within a certain time limit. 19. I SPY. A member of team A says to team B: “I spy something in this classroom beginning with the letter ‘C’!” Team B must guess the word in five tries, otherwise it loses its point and the other team receives it. If the word is guessed within the five tries, that team has its turn to say: “I spy…,” etc. The team with the highest score wins. 20. CRAZY ANSWERS. Each member of team A writes a sentence (a question) commencing with ‘What do you like…?’ and each member of team B writes a sentence (an answer) beginning with “Well, I’d like…” Team A’s questions are put in a box and team B’s answers are placed in another box. No points are gained in this game, but it certainly is fun pulling out at random a question and an answer and laughing at the results. 21. PASS THE BALLOON. Fun and games should never be separated! An inflated balloon with a message inside is passed from a player to player while the music is played. When the music stops, the player holding the balloon must sit on it, burst it, read the message, and follow the instructions. E.g.: Write your name on the blackboard, open all the windows, and jump up and down 25 times! 22. WHO AM I? This game lends itself to a large variety of forms. A pupil may have the name of a famous author or historical figure pinned to his back. He then asks the members of the class various questions till he manages to guess the name of the person, e. g., “Is it a male or a female?” “Is he dead or living?” etc. The name of one of the pupils can be used, or perhaps an animal, or vegetable, instead of a famous person’s name. 23. MIME. A player from one team acts out a word (e.g., sleepily) or a compound (e.g., seasick) or even idiom, which he has drawn from a box. The pupils from his team must guess what the actor is trying to convey within a set time limit. A point is given to that team if they guess correctly. Then it is team B’s turn. 24. HOT…COLD. An object is hidden somewhere in the classroom, and one of the players moves around the classroom looking for it. When he is close, the pupils call out “Hot!” and if he moves away from the hidden object, the pupils call out “Cold!” This continuous until the time limit set for the locating the object expires. (This game may also take the form of a treasure hunt on an Ireland that is drawn on the blackboard. The pupils know exactly where the treasure is hidden, though the ‘pirate’ does not. Directions such as “Go three steps to the left” may be used.) 25. LISTEN TO SIMON. Pupils must react quickly but must not be tricked into obeying any directions not preceded by “Simon says…” E.g., “Simon says stand”; all must obey. “Sit down,” however, must not be obeyed. Those who make mistakes are eliminated. 26. SURPRISE PACKET. A small present is wrapped in up to 30 pieces of newspaper (depending on the number of pupils in the class), and between each layer of newspaper and the next there is a small piece of paper with a message on it, e.g., “Give this to the girl with the longest hair.” The girl with the longest hair receives the parcel, tears away another layer of newspaper, and finds the next message. She reads it aloud: “Give this to the boy who has the biggest smile,” etc., till, at last, someone receives the present, which may be a pen, a pencil, an eraser, or even a packet or sweets! 27. SEND IT ALONG. The teacher whispers a message to one of the pupils, who in turn whispers it to the next pupil. The message is thus sent along from pupil to pupil until it reaches the last person. Very often the final message has nothing to do with the original. The result can be very amusing! 28. FUNNY MAN. Divide the pupils into groups of three and give each group a clean sheet of paper folded twice in an accordion fashion. The first child draws a head and all features required for the head. (Make certain that the other pupils do not see the finished product of the first pupil.) The second child now continues by drawing the trunk of the body, and the third child completes the figure by drawing the legs and shoes. No one has seen what the others have drawn. Once all three have completed their contributions, the entire picture is displayed. What “funny people” have been created! Pupils then have the task of combining a short biography of the creature they have created. 29. FUNNY STORIES. A clean sheet of paper is folded similar to the way it was folded for “Funny Man”, only this time there are more folds, depending on the number of players participating. (If six pupils are playing in one group, there will be five folds – so that each child will have a section on which he may write his contribution.) Once again it is important that not one be allowed to see the contribution of any of the other pupils in his group. The first pupil fills in a person’s name and immediately conceals it. The next pupil completes the second folded section by adding his information after the word asked. The third pupil adds his piece of information after the word about. The fourth child provides the text for He said. The fifth pupil provides the text for She said, and the last pupil concludes this story by completing the sentence And so they… When this completed story is read in front of the class, laughter is guaranteed! 30. THINK HARD. The teacher writes a word or a sentence on the blackboard, and the pupils are required to write as many words as possible from that word or sentence, excluding proper names. For example. Advantage: age, gate, ant, etc. The team that writes the most correct words wins.