Page 7 - English12 | Activity book-2
P. 7
THEME 2 FRIENDSHIP
FUNCTIONS
F1 Describing personal features
12 GRADE F2 Making conclusions
th
F3 Stating reasons
7 Tricky Riddles
This activity aims to have students draw conclusions and make inferences.
Materials and Preparation
A box/bag
Copy and cut up the cards on page 39.
Procedure
1 Divide students into four groups. Put the riddle cards you have cut up in a box or a bag.
2 Tell one of the students from each group to pick up a riddle in the box/bag and read it aloud to
his/her classmates for the answer.
3 If the answer is correct, let the group keep the card and give them a point. If the answer is incorrect,
put the card in the box/bag.
4 Continue the process for each group in turns. When the cards are over, calculate the points to
announce the winner.
8 Name the Trait!
This activity aims to revise and consolidate vocabulary for describing one’s personality.
Materials and Preparation
Copy the game board on page 40 and make sure that each group in the class has one. Each student
should have one counter or something equivalent to move across the board.
Procedure
1 Divide students into groups of four (or three if necessary) and give a copy of the game board to each of
the groups. Make sure that all group members have a counter (or something equivalent) of their own.
2 Name each group member as #1, #2, #3, and #4 and tell them to place their counter on their
numbers marked ‘Start here!’ Explain that they are supposed to move across the board so as to
reach the same numbers marked ‘Finish here!’
3 Tell them that they need to find which words are defined in hexagons. You can give students a
clue about the words by telling them that they are all adjectives that are used to describe one’s
personality.
4 Inform students about the following rules of the game:
• #1 starts the game by choosing the hexagon that is the nearest to his/her number and says the
word that matches the definition. Then #2, #3, and #4 take turns to play.
• Only if a student can find the correct word, can s/he move to an adjoining hexagon. If s/he
cannot find the correct word, s/he misses a turn.
• Students can move in any direction, yet they cannot move to a hexagon if his/her classmate is
there or if it is not adjacent to his/her own.
• The first person that can reach his/her number marked ‘Finish here!’ becomes the winner.
5 Monitor while walking around the classroom and help when necessary. You don’t have to wait for
each group to have a winner; you can stop the activity after an appropriate length of time.
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