Ninja Mission: A Review Lesson and Game
Materials used in the activity.
This game was created in order to have a fun activity for a final class period before summer vacation.
The premise is that a ninja kidnapped a class's homeroom teacher and in order to save them, the students must complete 6 missions that the ninja left behind. The missions are presented in a scroll-form and have different English language challenges written in them. Each mission uses a different grammar point that the students studied in previous classes.
If the students complete a mission, they will get a piece of a password. The password opens a safe where their homeroom teacher is being held captive. If the students complete all the missions, they will free their homeroom teacher.
To make this game more interesting, we took pictures of myself dressed as a ninja, kidnapping the students' homeroom teachers. Then a second picture was taken of the teachers looking happy, as if they had escaped the safe.
The game created motivation to finish the missions: Saving the homeroom teacher. It also created an element of competition since the students were split into group of 5 or 6 students. The fastest team not only gets to free their homeroom teacher, but they also receive stickers as prizes for their sticker sheets.
The premise is that a ninja kidnapped a class's homeroom teacher and in order to save them, the students must complete 6 missions that the ninja left behind. The missions are presented in a scroll-form and have different English language challenges written in them. Each mission uses a different grammar point that the students studied in previous classes.
If the students complete a mission, they will get a piece of a password. The password opens a safe where their homeroom teacher is being held captive. If the students complete all the missions, they will free their homeroom teacher.
To make this game more interesting, we took pictures of myself dressed as a ninja, kidnapping the students' homeroom teachers. Then a second picture was taken of the teachers looking happy, as if they had escaped the safe.
The game created motivation to finish the missions: Saving the homeroom teacher. It also created an element of competition since the students were split into group of 5 or 6 students. The fastest team not only gets to free their homeroom teacher, but they also receive stickers as prizes for their sticker sheets.