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Introduction. Teacher's notes. I. Articles in general statements. 2. Articles in general and particular statements. 3. P

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lntermediate GRAMMAR Games A collectionof grammargamesand activities for intermediatestudentsof English

Jill Hadfield

photocopiablernate?ial

P e a r s o nE d u c a t i o nL i m i t e d Edinburgh Gate Harlow E s s e xC M 2 02 J E England C o m p a n i e st h r o u g h o u tt h e w o r l d . and Associated

With grateful thanks to David Lott,Liz Paren and GenevidveTalon for their skilful and patient editing of the various versionsof this book.

w w w . l o n 9m an .c o m O J i l lH a d fi e l d2 0 0 3

Jill Hadfield

T h e r i g h t o f J i l l H a d f i e l dt o b e i d e n t i i i e da s a u t h o r o f t h i s W o r k h a s b e e n a s s e r t e db y h e r i n a c c o r d a n c w e i t h t h e C o p y r i g h t ,D e s i g n sa n d P a t e n t sA c t 1 9 8 8 P e r m i s s i o tno c o p y T h e m a t e r i a li n t h i s b o o k i s c o p y r i g h t .H o w e v e r t, h e p u b l i s h e rg r a n t s p e r m i s s i o nf o r c o p i e so f t h e p a g e si n t h e s e c t i o n sf r o m p a g e 3 8 t o 1 2 8 s ay make t o b e m a d e w i t h o u t f e e s a s f o l l o w s :p r i v a t ep u r c h a s e rm c o p i e sf o r t h e i r o w n u s e o r f o r u s e b y c l a s s eos f w h i c h t h e y a r e i n s a y m a k e c o p i e sf o r u s ew i t h i n a n d b y t h e c h a r g e ;s c h o o lp u r c h a s e rm s t a f f a n d s t u d e n t so f t h e s c h o o lo n l y .T h i s p e r m i s s i o n t o c o p y d o e sn o t e x t e n dt o a d d i t i o n a ls c h o o l so r b r a n c h e so f a n i n s t i t u t i o n w . ho should p u r c h a s ea s e p a r a t em a s t e rc o p y o f t h e b o o k f o r t h e i r o w n u s e . F o r c o p y i n gi n a n y o t h e r c i r c u m s t a n c epsr i o r p e r m i s s i o ni n w r i t i n g m u s t b e o b t a i n e df r o m P e a r s o nE d u c a t i o nL i m i t e d . F i r s tp u b l i s h e d 2003 r s B N0 5 8 24 2 9 6 41 P r i n t e di n M a l a y s i a P r o d u c e df o r t h e P u b l i s h e rbs y G e n e v i d v eT a l o n D e s i g n e rT: r e v o rS y l v e s t eT r ,S G D M o r t o n ( u n i t s3 , 9 , 1 8 , 2 1 , 2 2 , 2 4 , 3 4 , 3 6 ) ; l l l u s t r a t e bd y : G a b r i e l l e J o h nP l u m b( u n i t s4 , 8 , 1 0 ,1 2 ,2 0 , 2 3 [ p 8 3 ] ,2 9 , 3 3 , 3 5 , 3 7 \ : T e r r yM c K e n n a( u n i t s5 , 6 , 1 1 ,1 9 , 2 3[ p p .8 a - 5 ] .3 1 , 3 2 )

In memory of Gillian Porter Ladousse inspiring writer, generouscolleague,beloved friend.

Introduction Teacher's notes Articles in general statements I Articles in general and particular statements 2 Past simple and present simple 3 4 will 5 zuill and going to 6 usedto Past continuous 7 Presentperfect 8 Presentperfect and past simple 9 Presentperfect continuous 10 11 Pastperfect Past perfect continuous 12 Future continuous 13 14 Future perfect Present,past and future of must, have to and can 15 l- hazte 16 ma3,tlmightlcouldlmustlcan't Active and passiveinfinitives 17 18 Comparativesand superlatives 19 lVh- questions: mixed question forms 20 If ... will If ... would 2l If ... would hazte 22 If and uhen 23 24 zuish Presentpassives 25 Presentperfect and past perfect passives 26 Past passives 27 Reported speech 28 29 Time prepositions -ing and -ed participles 30 Verb + -ing or * to 3l Constructions with preposition * -ing 32 Relative clauses 33 Relative clauseswith extra information 34 35 Question tags Verb + preposition 36 Adjective + preposition 37 Noun * preposition 38 Phrasalverbs I 39 Phrasalverbs 2 40 Garnes rnaterial Rules sheets

4 .7 .7

8 I l0 10 1t

t2 t2 t3 t4 15 15 16 17 t7 l8 19 20 20 2T 2I 22 23 24 24 25 26 26 27 28 28 29 30 3I 32 33 3)

34 35 37 124

1 About games A game is an activity u'ith rules, a goal and an clemenr of fun. There are two kinds of games: contpetitiucgames, in which players or teams race to be the first to reach the goal, and cooperatixegames, in r.vhich plavers or teams work together torvards a common goal. Languagc games can be divided into twc'rfurther categories: ling uistic games and c ttr.unttutic cttiztegames. In linguistic gamesJ the goal of the game is linguistic accuracy: in the case of these gramrnar games, using the correct grammmatical forms. Commun.icative games havc a goal or aim that is not linguistic: successfulcompletion of the game wili involr'e solving a pwzz.leor completing a picture. However, in order to carry out this task it will be necessarl, to use language and by careful construction of the task it is possible to restrict the language to certaln grammatical structures and to ensurc that these are practised intensivel-v. In this book, there is a continuurn betu'een games requiring strict linguistic accuracv at one end of the scale and freer communicatir.c games at the other. In what I have called accurac\.)games, there is only one right answerJe.g. only one possible match tbr a pair of cards or only one right u'ord to fill a blank. ln production games) the piayers have more lee'uva-v to invent and create. For example, there is more than one possiblc match for pairs of cards, or players may be asked to complete sentence frames in any u'ay their cxperience or irnagination dictates. Contrrttuticatioil games have a freer structure where players mav use a range of language, including the target language, to reach their goal. Games can be used at any stage of thc lesson once the target language has been introduced and explained. They serve both as a memory aid and repetition drill and as a chance to use language freely, as a means to an end rather than an end in itself. They can also serve as a diagnostic tool for the teacher, who can note areas of difficulty and take appropriate remedial actlon.

2 About grammar How do students acquire grammatical understanding and '\fith accuracy? difficultl" is a short answer, but it scems to me that students adopt two main approaches 1r.l'ith, ofcourse, all sorts ofvariants and hybrids in betn'een1. There are the analysts and thc absorbers those like "vho to dissect language into little pieces to understand how it is made, and those r.l'ho sr.vallowit rvhole in enormous guips without worrying too much about the recipe. Different t.vpes of grammar practice exercises reflect these two sryles of learning. Some, like gap-fi1ling, multiple choice or word-order exercises, help students understand and practise grammatical forms by getting them to segment

4

language and anal-vscits components. Other exercises.like gramrnar drills, work by presenting students with grammaticai patterns to repeat and imitate, to help students absorb the langr,ragewithout pausing fbr too long to analysc it. Some of the games in this book function more like the first tvpe of,practice exercise, some more like the second.

3 About this book The games in this book have been dcsigned to practise grammar, not to introduce or explain it. This book assumes that the class has already met each grammar point, and that it has been explained in the textbook or course that thev are folloi,ving. The gamcs are to be used as pracrice exercisesto help students get used to and remember grammatical rules and patterns. Thel' are designed as fun activities to help lighten the load of grammar learning. It is up to .vou, the teacher, to decide when and hor,v to use them, but one suggestion is as light relief at the end of a lesson which has lbcused on grammar or after a session doing more traditional, perhaps rvritten, grammar exerclses. Types of game Some games in the book are u'hat could be called 'choice' games. These tend to be more analytic, based on the conscious application of a grammar rule. In them the players have to choose the correct linguistic form, rather as in traditional grantmar exercise types such as gap-fiIl, sentence completion, multiple choice, etc. The difference is not onl1, that they are in game format, u'hich means the-v are more fun and lighter-hearted, but also thar in mosr casesthere is a context for the game, whereas most grammar exercises are a collection of unrelated sentences. The context is verv often the students' oi.vn experiences, tastes and pret-erencessince I believe that a personal element gives emotional colour to an cxercise and this is a valuable memorv aid - if you have invested something of yourseif in an cxercise you are less likell, to forget it. (Besides which, it's fun!) These are the types of 'choice' games in the book: ruatching: e.g. matching t'uvor.vords or phrases, matching half-sentences or matching words and pictures ordering: e.g. ordering words to make a sentenceJ or ordering pictures and u'ords to make as long a sentence as possible coiltpleting:completing incompiete sentences or questions contpetitions:e.g. see how many sentencesyou can make, how quickly you can unrnuddle sentences card gantesand other.faniliar game 4rpe.r:e.g. bingo, Pelmanism, happl' families, consequences, board gamcsJ dominoes tilentor! ganrcs: e.g. seeing hor,v many sentences players can remember

'reinforcement' Other games, r""hich could be called games, u'ork more like substitution dril1s or pattern practice, getting students to internalise rules by repctition of patterns. These games are designed to provide intensivc repetition of a grammatical structure or structures' but il,'ithin a meaningful context and, since these are games not drills, the repetition has a purpose: students are working towards winning or completing the game. 'reinforcement' games in the book: These are the rypes of inforntation gap ganes'. one player has access to some information not held by thc other player or players, who must acquire this information to complete a task successfuily. This t-vpe of game may be one-sided, or reciprocal (where both pla-vershave information which the-vmust pool to solve a common problem). The games ma-u-be pla-ved in pairs, or in small groups (where all members of the group have some information). guessinggunrcr. a familiar variant on this principle. The pla-ver with the information deiiberatel-v u'ithholds ir, u'hilc others gucss rvhat it might be. searchingg.7/zds:another t'ariant, involving the rvhoie class. In these games everyone in the class has one piece of information. Players must obtain ail or a large amount of the information available to fi1l in a chart or picture or to solvc a problcm. Each student is thus simultaneously a giver and a collcctor of information. ntatching garles: these may also involve a transfer of information. They involve matching corresponding pairs of cards or picturcs, and mav bc pla-ved as a rvhole-class activit-\', rvhere everyone must circulate until thel'find a partncr with a corresponding card or picture, or a pairu'ork or small group activity, played as a card game on the'snap' principle. nlenk)ry garzcs: players compete to remember as much information or as man.v sentences as possible. All the above activities may include elements of roleplay c:r of simulation. In role-play games) players are given the name and some characteristics of a fictional character. These are not role-plays in the true sense) as the role-pla-v element is alwa-vssubordinate to the use 'closed': once of language. The outcome of a game is cards are distributed it develops in a certain predetermined wa1', while role-play proper is open-ended and mav develop in anv number of u al's.

4 Practicalconsiderations management Classroom There are three main t-vpesof activites in this book: pairwork, involving two partnersl small-group u'ork, involving groups of thrce or four or more; and wholeclass activities, 'uvhereeveryone moves freely around the room. Al1 these activities require some flexibiiity in the constitution of groups and organisation of the classroom. It is best to have the desks or tables in a U-shape if possiblc. Students can then u'ork'nvith the person sitting ncxt to them for pairt'ork, and groups of threes and fours can easily be formed b-v alternate pairs moving their chairs to the inner side of the U, opposite another pair. \)ilholeclass activities, w'hich involve all the students circulating freely can take place in the empty area in the centre of the U-shape. If it is not possible to arrange desks in this

way, this nced not deter you: the traditional arrangement of front-facing desks can be easily adapted to pairwork, with peopie at adjoining desks u,orking together, while small groups can be forrned by two people turning their chairs round to face the people behind them. \Whole-class activities present a little more of a problem, but often there is a space big enough for the students to move around in at the front of the class, or desks can be pushed back to clear a space in tht: centre. Sometimes an alternative small-group version of the whole-class games in this book has been provided, so that teachers who experience a great deal of difficulty with the kind of games that require students to move around can play these games in a more static format. Games are best set up by demonstration rather than by lengthy explanation. The teacher should explain briefly what the game involves, hand out the photocopied cards, make sure students have pen and paper if needed, give them a little time to study the cards, and then demonstrate the game with one of the students in front of the class. It will be found that the idea of thc game is probably casier for students t() grasp from seeing the cards than from a verbal explanation, and that as they become more familiar with the idea of the games and the techniques uscd, any initial problems caused by unfamiliarity will quickly disappear. \flhere more complicated card games are played in small groups, a Rules sheet is provided and it is suggestedthat teachers hand out a photocopy of this to each group of students together n'ith the cards. -Ibacher's notes with These games are indicated in the the symbol f RtLEssHEEr l. The teacher's role in all these acti\.ities is that of monitor and resource centre, moving fiom group to group, listening, suppl-ving any nccessary language, noting errors, but not intcrrupting or correcting as this impedes fluency and spoils the atmosphere. It is a good idea to carry paper and pen and to note any persistent crrors or areas of difficulty. These can then be dealt with in a fecdback session after the game. Various suggestions have been given at the end of each game for monitoring accuracy and giving feedback after the game. Some games are self-checking and have an answer ke-v.In some cases students can be asked to give examples of things theit said during the gamc, in others they can be asked to write down (some of) the sentences the-v produce and rcad them out at the end. In manv cascs the game can then be played again with different partners or, if possible, rvith different cards. This is a particularly good idea if there have been persistent errors. The average lcngth of time for the games in the book is about 15 to 20 minutes. Resource management The resources required for each game fall into two categories: reusabie and disposable. \iflhere a very small number of photocopies are needed for a whole-class game or u'here students may write on their cards, it is best to treat these photocopies as disposable, and there is no point in collecting up the photocopies in order to use them with another class r.vhen the game is finished. In contrast, some of the games requirc a larger number of copies and an inr,estment of the teacher's time in accurate

5

copyrng, cutting up and sorting, so it is worthwhile thinking of these materials as reusable resources and investing some time in making the photocopies into a permanent class set of materials. If you have the time and resources, obviously printing or pasting the materials onto card or laminating them would help preserve their shelflife. However, this isn't absolutely necessary I have sets of games materials printed only onto paper that have done their dury in r.vorkshops all over the world and aren't much the worse for wear after several years. \X/hat is more important is providing a system to prevent the materials getting lost and disorganised. If you have a class set of ten packs of cards, for example, it is worth putting each pack into an envelope ciearly labelled with the name of the game and the number of cards. It is then the students' responsibility ro collect up all the cards at the end of the game, check that they are all there, put them back into the envelope and hand them back to you. If two packs of cards are required for a game, keep them in two smaller envelopes inside the big one, and get the students to sort them back into their respecrive envelopes at the end of the game. Finally, if you have no access to copying facilities at all, it is possible, though time-consuming, to make home-made versions of the materials b5r getting the students to work with vou to draw and write the cards.

6

E Rrticles in general

and one ofthe anrtclE cARDS from her hand, e.g. 'Camels haxe humps to store food.','A dog is man's best shottld be seen and not heard.', she can ;t'riend.','Children If she makes a grammatically both cards. discard

Type of activity

incorrect sentence, the other students can query it (e.g. 'Rose is a beautiful Jlower.' -'Is that right?

statements

Smal1 group; matching; production

Shouldn't it be "A rose is a beauti;t'ulflower"?').

Grammar point Articles in general statements - we use a w'ith a singular countable noun: A spider has eight legs. we use no article with plural nouns: Politi;iatts likc their ou'tt toiccs. - we use no article with uncountable nouns (e.9. ntoney, love, music, intelligence, sorrozN,anger, hdppiness,food, ice): Money maleesthe uorld go round.

. If she cannot make a general statement, she should put the NouN cARD back at the bottom of the pile and must miss a go. . Then it is the next player's turn. . The object of the garne is to get rid of all your ARTICLE CARDS. . The first person to do so is the winner.

Other structures Presentsimple

Monitoring and feedback

Topic areas

You can ask students to write down some of therr sentences as they produce them or after the game is finished. At the end of the game you can go round the

General truths and well-known facts Challenging vocabulary camel,politician,fool (n), desert(n), brain, intelligence, excitement,spider

class asking individual students to read out their sentences, correcting mistakes and giving feedback. If you feel it would be useful to reinforce the grammar, you can ask the students to play the game again (possibly in new groups).

Materials and preparation . Copy and cut up one set of xoux carus and one set of aRrtcr-p c.q.Rts for each group of 3 4 students. 'no article' is shown by the Note that on the cards, svmbol O.

How to use the game

t

RULEs sHEErI

. Check that your students are familiar with the grammar in the Grarnrnar point and with the words listed in Challenging vocabulary. Pre-teach any other words from the game you think will be unfamiliar to your class. . Divide the class into groups of 3-4 students. . Give each group a set ofaR-rtcLE cARDS and a set of NOUN CARDS. . Ask them to deal out all the aRrtcr-n cARDS among the players. . They should put the NouN cARDS face down in a pile in the centre. . They may look at their ARTICLEcARDS. . The first player turns up a NouN cano from the pile. If she can make a general statement using this card

E nrticles in general and particular statements Type of activity Smallgroup;bingo;accuracy Grammar point Articles in general staternents we use no article with plurals or uncountable nouns when making general statements: It's itnportant to haxe goodfriends. I loxe music. we usually use a with singular countable nouns: A dog is man's bestfriend. we sometimes use rfte to give a general statement a scientific tone: The tiger is an endangered species. staternents Articles in particular - we can use .l or the when we talk about particular things we use r/re when we can make it clear which particular thing or things we are talking about: I loztedthe music they played last night.

- we use a wnen we cannot: I saw a fox itt the garden last night.

Monitoring and feedback

Other structures Present simple, present continuous, past simple, past continuous, superlatives, relative clauses (recognition only)

At the end of the game you can go round the class asking individual students to read out the sentences on the cards, correcting any mismatched cards, and giving feedback.

Topic areas Various Challengingvocabulary on,4nttoovo,4

Ef Past simple and present simple

choriar

Materials and preparation . Copy and cut up one set ofssNrENCE cARDS and one set ofNouN cARDS for each group of 3 4 students. (For groups of 3 students leave out the fourth card.) You will need a bag for rhe NouN cARDS. You might like to make a copy of the uncut pages for each group tO ACt ASAN ANSWERKEY.

How to use the game

I

RrrLEs3rEEr__-l

. Check that your students are familiar with the grammar in the Grarnrnar point and with the words listed in Challenging vocabglary. Pre-teach any other words from the game you think will be unfamiliar to your class. . Divide the class into groups of 3 4 students. . Give each group a set of SENTENCEcARDS, a set of NouN CARDS,a bag and an ANSv/ERKEy.

Type of activity Game 1: Smaligroup;ordering;accuracy Garne 2: Small group; information gap; communication

Grammar point Past simple and present sirnple we use the present simple for actions repeated every day or sometimes: I go to work at 8 eaery morning. - we use the past simple for an action in the past: I utent to the interxiew at 10.

Other structures None

Topic areas Leisure activities. habits. appointments

Challenging vocabulary None

. Ask the students to take one sENTINCE caRo each. They should put the NouN cARDS in the bag. They should put the ANS\x'BRKEy face down on the table for later use. The first player draws a card from the bag and reads 'the it out, e.g. music' or'ntusic'. . The player who can fit the Noux cano into one of the blanks on his ssN.lENCE cARD can claim the NouN cano by reading out the completed sentence, e.g. 'If music be the;t'oodof love, play on.' or 'I loaed the music they played last rtight.' He can then lay it on the appropriate sentence. If the other students think that the sentence is not correctJ they can query it, and the player can change his sentence (e.g.'If the music be 'Is the food o;flove . . .' that right? Shouldn't you say "If music be the;t'oodof loae ... "?'- 'Yes.you're right.').If the issue is still in doubt, thev can call the teacher to decide. . Then it is the next player's turn to take a card from the bag and read it. . The obiect of the garne is to fill up the seNreNce CARD. . The player who does so first is the winner. . lWhen the students have finished they can check their sentences with the ANS\rERKEY.

8

Materials and preparation Garne 1 . Copy and cut up one set of wono csms for each group of 3-4 students. You will also need to cur out one blank card for each student. Garne 2 . Copy the scENES oF THE cRrLtE sHEET and copy and cut up one set of suspects canos for each group of 3 4 students.

How to use the games Garne 1 . Check that your students are familiar with the grammar in the Gramrnar point. Pre-teach anv words from the game you think will be unfamiliar to your class. . Divide the class into groups of 3 4 students. . Give each group a set of wono cARDS. . Ask them each to write their name on one of the blank cards. . Ask them to spread all the cards out face up on the table. . The obiect of the garne is to rnake as many sentences as possible that are true for their group.

. Students may use woRD CARDSmore than once. They should write their sentences down as they produce them. . Give a time limit of say 5 10 minutes.

Awill Type of activity Small group; matching; production

. The object of the game is to find out r.vhich suspect committed each crime.

Grammar point Forrning the future with uiII - we can form one kind of future by using will and the infinitive (rvithout ro) in the affirmative the form is Ilyoulhelshelitlweltheywill + infinitive: It zt:ill be cloudy tonloruoz!. in the negativethe form is llyoulhelshelitlwelthey won't + infinitive: It zlon't be cloudy tonlorroLo. - in questions the form is u:ill Ilyoulhelshelitlwelthey + infinitive: Will it be cloudy tontorrou? - the short form of zuillis 'll we can use shall and shan't instead of will and won't with 1 and zrre: I shall seeher tonlorrozr. I shan't seeher tonnrrou.

. The first player takes the top suspECTS cARD from the pile.

Other structures None

. She should look at it but should not shorv it to the ottrers. She tells them the name(s) of the suspect(s).

Topic areas The future, daily life. science.inventions

. The others must ask questions based on the clues in the scENES oF THE cRI\,tE SHEETto find out more about the suspect and to match the suspect with the 'Does he smoke?'r'Did he go to a concerton crime, e.g. Septentber22"'?'

C h a ll e n g i n g v o c a b u l a r y disease, communic ation,populatiort

. The first player may only say 'Yes' or 'No'.

. Copy and cut up one set of -rIl.lg c,tRns and one set of CRYSTALBALL CARDSfor each group of 3 4 students.

. At the end the group with the longest list of sentences is the winner. Garne 2 . Divide the class into groups of 3-4. . Give each group a copy of the scpNES oF THE czuttE SHEET. . Tell them that this shows houses that were burgled on the night of September 27'n. ln each house the burglar left in a hurry, leaving some objects behind. These clues are illustrated on the rooms. . Give each group a set of suspECTS cARDS. . Ask them to put the suspECTS cARDS face down in a pile on the table.

. tilfhen the group have matched the suspect to the crime they should fiIl in the name on the ScENESoF THE CRIME

Materials and preparation

SHEET.

. Then it is the next player's turn to take a card from the pile. . The group who are able to filI in all the names of the suspects on the scENES oF THE CRIME SHEETfirst are the winners.

Monitoring and feedback Garne 1 At the end of the game you can go round the class asking individual students to read out their sentences, correcting mistakes and giving feedback. If you feel it would be useful to reinforce the grammar) you can ask the students to play the game again. Garne 2 Ask each group to report back on one suspect, e.g. 'W'e know the Smith sistersburgled hotrseno I becausethey smoke and they went to a concert on September22"r.'

How to use the game

t

RrrLEslHEEr___l

. Check that your students are familiar with the grammar in the Grarnrnar point and i,vith the words listed in Challenging vocabulary. Pre-teach any other words from the game you think will be unfamiliar to your class. . Divide the class into groups of 3 ,l students. . Give each group a set of -rlltp c,rnos and a set of CRYSTAL

BALL

CARDS.

. Ask them to deal out the TIME cARDS. . They should put the cRysrAL BALL cARDS face down in a pile in thc centre. . They may look at their TIr,rE cARDS. . The first player turns up a card from the pile. If she can make a sensible prediction with tuill using one of the TIME cARDSfrom her hand, e.g.'The weather 'People tomorrow will be sunny.' or will lixe on Mars by 2500.', she can discard both cards. . Some cRysrAL BALL cARDS combine more appropriately/ meaningfully with some TII,TEcARDS than others, e.g. 'The ueather tonlorrou will be rainy.' is appropriate but

9

'The weather in tzuoyears'tinte will be rainy.'is not. It is up to the players to select the most appropriate rrul cARD fiom their hands. As the game goes on, and players have fewer TIME cARDS, this will get harder. In these cases the group can decide whether a sentence is a sensible prediction or not. . If a player cannot produce a prediction that the other players think is sensible, then he shouid miss a go. . The obiect of the garne is to get rid of all your cards.

Materials and preparation . Copy and cut up all the IICTURE canps and all the spEECHBUBBrF cARDS for each group of 3 4 students. If you wish you can divide these into tN.rEN.rIoNs and pREDrcrroNS. You could use the INTENTIoNS set to play with first, before using the IREDICTIoNS set. Or you could mix the two sets up and play with both together. You might iike to make an uncut copy of both sets of cards for each group to serve as an ANSI(1ER KEy.

. The player who does this first is the winner.

Monitoring and feedback You can ask students to write down some of their sentences as they produce them or after the game is finished. At the end you can go round the class asking individual students to read out their sentences, correcting mistakes and giving feedback. If you feel it would be useful to reinforce the grammar) you can ask the students to play the game again (possibly in new groups).

How to use the game

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. Check that your students are familiar with the grammar in the Gramrnar point. Pre-teach any other words from the game you think will be unfamiliar to your class. . Divide the class into groups of 3-4 students . Give each group a set of IICTURE cARDS, a set of spEECHBUBBLEcan-os and an.\NSwER KEy. . Ask the students to deai out all the cards. . They should keep the ANS\rER t, ES

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