BOARD GAME: Konbini
Interactive Activity Ideas for Online Teaching
Tokyo 2020 Paralympic Games Activity Kit
Students learn about sumo rituals and play various sumo games in class.
Students disguise themselves as animals and learn animal names and their calls/cries in Japanese as part of a camouflage training drill. They then participate in a Ninja musical statue game.
Students compete in teams to read hiragana colour words and match them to the corresponding colour cards.
Students play twister games to familiarise themselves with fruit names in Japanese.
Students survey each other about their likes and dislikes, experience & abilities.
Students circulate around the classroom trying to find the person who has the other half of the sentence which matches their half. Each sentence is joined with the conjunction から.
Students practise making sentences with relative clauses. The categories are Animals, Subjects and Places. The students must match the word card with the description provided. Each description contains sentences with relative clauses.
Students complete an information gap task while they practise grammar involving how places seem/appear. The topic is major Japanese cities’ special attractions.
Students work on two tasks relating to kanji. In the first they look at how a stroke can be added to the kanji for “day” to form a new kanji. In the second, they form kanji compounds using cards.
Students participate in a game show (like the old show “Family Feud”) where they guess how people responded to a survey.
The class divides into 2 and students circulate practising inviting and accepting/declining invitations to activities. The winning side is decided by luck, depending on how many acceptances they receive.
Students practise their numbers in Japanese in this fun dice game. Groups work together to try and get up to the total number chosen by the teacher within their limit of throws.
Students play a game where they must think of a word within a certain category to get a point. Play continues around the group and the student with the most points is the winner.
Students form groups and play a bingo game involving sentences which have time, transport and place words. Each group has one winner who has crossed out all the words on his/her cards first.
Students try to be the first one to get four names in a row (horizontally, vertically and diagonally) on their sheet.
In pairs, students try to be the first to work out the mystery sentence by following directions. Using their map they go to different locations which have been allocated an area of the classroom.
Students play a barrier game where they have to identify all the shops in the row based on what each shop sells.
Students are given a card telling them who they are in a family. They move around the classroom trying to find the other members of their family by asking questions in Japanese. The aim is to be in the family that finds all its members first.
Students work their way through a flowchart full of questions about their eating habits. At the end, they reach a piece of advice.
Students work in teams to decipher the meaning of the sentences they are given. Each team then acts out the sentence to the class who must guess what it is in Japanese.
The class divides into 2 and students circulate practising inviting and accepting/declining invitations to places. The winning side is decided by luck, depending on how many acceptances they receive.
Students play karuta in groups of four to learn the expressions おはよう、こんにちは、こんばんは、ありがとう、ごめんなさい、おやすみなさい、じゃ、また、さようなら、いってきます、ただいま、いただきます、ごちそうさま.
Students play a board game where they make their way around a map of Japan, practising inviting others to places by various means of transport.
Students play a board game about school. They advance according to their ability to talk about what happens in their school in Japanese. Chance cards provide an added element of luck.
Students play the following games with picture/word cards: Vocabulary learning, Grab, Card Matching, Concentration, Guess the word, Definitions, Soccer, On the Buses, Human Board Game, What’s Missing, Reading activities
Students can learn new vocabulary and play various games using the flashcards which cover many topics.
Students ask a series of questions to try to work out which souvenir another student is holding. If they guess correctly they win the souvenir.
Students practise inviting/accepting/refusing in a scenario with a partner then participate in a class game where students are chosen at random by their phone number to perform the dialogue.
Students try to win as many job cards as possible by asking questions to try and determine which job is on the card.
Students listen to the clock times read out by the teacher and compete to be the first to fill out their bingo card of clock times they have chosen.
Students learn about the names of major cities and famous landmarks in Japan while they play card games.
Students complete a map worksheet and/or a cultural information worksheet as they learn about famous cities and places in Japan.
Students ask each other for various items so they can finish packing their suitcase. There are 12 items to obtain altogether.