
Azimuts Games 1


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Azimuts Games 1 is a 63 page manual with three sections.
Section 1 includes 12 different examples of a game called Elimination. This game is greatly appreciated by cycle two students. It is easy to prepare and fun to play. It can be played on a one against one basis or with the whole class participating together at the same time.
One against one - Each student chooses an information square on a page. The students do not show their opponent what they have chosen. Using the question written at the bottom of the page, the students take turns try to determine which information square the other student chose. The first student to discover what the other student chose is the winner. He receives one point and the students can start again.
Everyone for himself! As in the first version described above, each student chooses an information square, but does not show the other students what they have chosen. The difference is that all the students in the class stand up and walk around the classroom. They try to eliminate the other students in the class. They use the question at the bottom of the page. When they discover which information square another student has chosen, that student is eliminated and must sit down. Students who are seated may continue to ask questions to those who are still standing. If they are lucky enough to discover what another student has chosen, they take that student's place.
Suggestions
1. If you give each student a photocopy of the game, they can play at home with their friends or family.
Section 2 includes 26 different examples of a game called Images. This is an ingenious game which helps students to practice their question asking skills. It presents a wide variety of grammatical notions and vocabulary. It is very popular among both cycle 2 and 3 students.
Each student receives a page with five questions. Beside each question are four possible answers. One student chooses one answer for each of the five questions. The other student tries to guess which answers the first student chose. If the second student can find all five answers by asking eleven questions or less, he is the winner. However, if the second student has to ask more than eleven questions, the first student is declared the winner.
I usually introduce this activity by playing against the whole class at once. I choose the answers and then the students take turns trying to find the answers I chose.
Communication often breaks down quickly when we ask our students to exchange orally with each other. They block, because they forget how to say something and they are unable to go on. Images provides a common base for practicing asking for and giving information.
Section 3 includes 18 examples of a game called 3 or more. Each board introduces new vocabulary and grammatical notions. To play this game, each pair of students will need 12 red markers and 12 blue markers ( Bingo chips work very well ). Taking turns the students place one marker at a time on the playing board. They want to make lines of three, four, or five markers in a row to score points. Before placing their marker, they have to read and translate the contents of a square.
Suggestions
I make one copy of all eighteen different playing boards. When my cycle 3 students need a period off, we have a mini-tournament. The students pair up and play 3 or more. I ask the students to play a minimum of three games against three different opponents. At the end of the period, the students who have not yet lost a game are declared champions and they receive a prize or a privilege.
Need more information? Would you like to order a copy for your class? Click on the e-mail picture below and indicate your name, your personal or school address, the number of the manual ( 7090-8 ) and the price ( $39.99 ). You can have the manual billed and delivered directly to your school or arrange with the publishing house to have it billed and delivered to your home.
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