Loading...
 

Language Improvement Games

Language Improvement Games is a section designed for improving the fluency, correctness and vocabulary of members in clubs that use a language other than their native (for example, an English club in Spain).

 

Procedure

 

  1. The decision to have a meeting containing a Language Improvement Games section is the responsibility of the Vice President of Education. The meeting is announced in advance, as well as the time allocated to the language improvement game. Usually, anywhere between 10 to 20 are devoted to this section.  It should not monopolize the meeting.
     
  2. A special Game Master role is appointed, and it's up to her to select and conduct the game. The Game Master should explain, at the beginning of the section, the game, its purpose, and its rules.
     
  3. If a club decides to have a Language Improvement section in a meeting, it should focus on a single game and should attempt to involve all attendees (or, at least, as many as possible).  Physical activities during games should be avoided.
     
  4. The Language Improvement Game section is evaluated by the Meeting Evaluator.
     
  5. The Timer needs to time only the overall duration of the section.
     
  6. This section is not evaluated by Filler-Word counter. The Grammarian should only focus on the most significant issues (if any), and not strive to provide an individual report for all participants.
     

Language Games

There are literally hundreds of possible games that can be played. Here are some of the most popular ones. Each club has a unique atmosphere and preferences for what kind of games they prefer to play.

 

Chained Stories

The Game Master says the first one or two sentences of a story. Each member, in turn, will have to add one sentence to the story.

 

"Fortunately - Unfortunately"

A variation of the above, in which members have to add one sentence to the story, but each sentence has to start with or include either "Fortunately, " or "Unfortunately," - and it should be the opposite of the previous member.

For example:

 

Game Master: A big, loud bang grabbed John and transported him back to reality.

Member 1: Unfortunately, everything was pitch black when he opened his eyes.

Member 2: Fortunately,  John always kept a flashlight in the upper drawer, as power outages were frequent in this area.

Member 3: So frequent, in fact, that unfortunately, the batteries had run out of juice a long time ago.

 

Chained words

Members participate in turns. The Gamemaster starts with a word, and each succeeding member has to come up with a word that starts with the ending letter of the previous word and bears some relation to it.

 

For example:

 

Game Master: Airplane

Member 1: Experience

Member 2: Exotic

Member 3: Caribbean

Member 4: Navigation

...

Niceties

 

Members participate in turn. Each member has to compliment the previous member. The compliment should be realistic, and can refer both to personality, skils or physical appearance.

 

Puzzles and Riddles

 

The game master prepares a series of riddles and presents them to the audience for solving.

 

For example:

1. What word is always spelled incorrectly?   (Answer: "incorrectly")

2. Give me food, and I will live; give me water, and I will die. What am I? (Answer: Fire)

 

20 questions

A member thinks of a thing (it must be a noun), and members take turns in asking yes/no questions until they guess it. A maximum of 20 questions is allowed per try.

For example:

 

Member 1: Is it alive?   Answer: no

Member 2: Is it in this room? Answer: yes

Member 3: Does it fit in the palm of a hand?   Answer: yes

 

Clerihews

Each member is given 5 minutes to come up with a Clerihew, and they read them in turn.

 

A Clerihew \'kler-i-?hyü \  is a four-line biographical poem style invented by Edmund Clerihew Bentley, a popular English novelist and humorist of the 20th century. The main properties of a clerihew are:

 

  1. It is of biographical nature or revolves around a famous person mentioned in the first line. Often the first line contains only the name of the person.
  2. The rhyme structure is AABB - 1st line rhymes with the 2nd one, then the 3rd rhymes with the 4th.
  3. It is irregular: usually 3rd and 4th lines are longer.
  4. It is satirical or comical, poking fun at the famous person or showing him in from a new or unexpected point of view.

 

Some examples of Clerihews are:

 

Our art teacher, Mr. Shaw,
Really knows how to draw.
But his awful paintings
Have caused many faintings.

 

William Shakespeare
Made a career
Writing poems and lots of verse
Which scholars praise and students curse.

 

Tim Berners-Lee
Invented HTTP
Thus the world wide web was born
For Nigerian Diplomats and porn

 

Stephen King,
Keeps on writing.
Each volume as good as the last.
I only wish I could read that fast

 

Word Race

 

Members are divided into two or more teams. The Gamemaster picks a letter ("C") and a topic at random ("Animals"), and each team has to say in turn one new word starting with that letter and from that category.  A team that cannot think of a word within the allotted time or that repeats a previous word is disqualified. The process continues until only one team remains.

Some ideas for categories are:

 

  • Animals
  • Professions
  • Things that are big
  • Things that are round
  • Things that are green
  • Games and Sports
  • ...etc..

 

Pictionary

 

This game hardly needs any presentation. 

 

Usually what works best is:

  • Divide the attendees into teams, with all having the possibility of trying to guess the word.
     
  • Have a single person drawing for the whole meeting. Depending on the facilities, the drawing can be performed either on a whiteboard, on a flipchart, or on a computer whose screen is being projected).

One of the keys in this game is setting up clear rules beforehand. For example:

  • No letters, numbers or symbols may be drawn.
  • The member drawing cannot interact with the audience or answer questions in any way.

 

Absurd Headlines

 

Members are given 5 minutes to come up with an absurd and comic news headline, and then each member has between 30 seconds and 1 minute to read the headline in a serious, news-anchor way, and to elaborate a bit on it.

 

Sample headlines could be:

 

Cure for cancer discovered and forgotten by Alzheimer-stricken professor. "I've got it on the tip of my tongue, just give me a minute… wait, who are you?", he says.

 

Meteorite hit imminent. The world ends this Sunday at 14:36

 

Scientist invents mind-reading machine. Discovers there's actually nothing to read in most people

 

The UN publishes "Quality of Life Statistics". North Koreans the happiest people on Earth

 

 

 


Contributors to this page: agora .
Page last modified on Sunday November 25, 2018 23:07:43 CET by agora.