As part of the Sheffield University 10 week pre-sessional programme, I have been teaching a Social English class 3 afternoons a week at 1h30 a pop. Last week on Thursday, I introduced them to the phonemic chart, using Adrian Underhill’s method. Today (Monday) I wanted a fun way to review the sounds with my learners, and so Connect 3 (or 4), using the phonemic chart, came about…
- A phonemic chart projected onto a whiteboard (failing that, an A3 print-out would work equally well)
- a board pen (more than one would be even better – see my comments at the end of the post)
- Put learners into 2 teams (or 3 if you have a big class) of 4-6 players.
- Each team has a symbol. With my learners today, Bing were suns and Bong were stars. (They are always Bing and Bong: borrowed from an ex-colleague of mine at IHPA, these names refer to the buzzer sounds that you get on TV game shows and that the team in question must make before answering in any games where speed to answer is of the essence…)
- Explain the aim and rules to the learners. The aim of the game is to get 3 squares in a row to score £100 or 4 squares in a row to score £150. (Could also be points, but as we had just done a vocabulary auction, we stuck with the money theme!). In order to win a square, learners must make the sound that corresponds with that square correctly and give an example word with that sound in it. (Number and letter off the squares so that learners can choose a square by calling out e.g. E5. As there are more columns in the bottom half of the chart than the top, there is a special extra column H here. See picture below.)
- If learners make the correct sound AND give a correct example word, they get to have their symbol drawn in the square and the square becomes theirs. The turn passes to the next team. If learners make a correct sound but incorrect word, the turn passes to the next team, ditto if they make the sound incorrectly. In this case, the square is still open to be won either by the next team, or, when the turn returns to the team who were incorrect, they can try again (or choose a different square if they prefer!).
- Each time a team of learners get 3 or 4 in a row, write £100 or £150 in their score board column.
- Towards the end, you will probably end up with a handful of squares that will not help learners gain a 3 or a 4. Sell these off at £50 a pop, with teams taking it in turns to make the sound and give an example word in order to win this money. The same rules re correctness mentioned previously still apply.
- When everything is finished, add up the money and see who is the winner! You could also add up the number of suns and stars (or whatever other symbols) to see who totalled the greatest number of squares.
- My learners enjoyed this and it was good to see how much they remembered from last Thursday. Making pronunciation physical does make it much more memorable. (They remembered things like ‘the idiot sound’, ‘like having an orange in your mouth’, for example, trying the sounds out in their groups before giving their final answer.) Understanding way the chart is organised helps too – it helped them remember some of the sounds between the ones they were more sure of.
- If I did it again, I’d remember all my board markers so that I wasn’t stuck with only black pen. Each team could have a different colour, and any squares that were done incorrectly could be marked in a different colour to flag them up more clearly for some further post-game review.
- To up the challenge for academic English classes, stipulate that the example word given should be an academic word (and bonus if one of the ones you have studied recently!). To up the challenge in a General English setting, stipulate that it be a word related to a particular set of topics or course book units, depending how your programme works.