These printable flashcards and board games are to teach vocabulary to do with Classroom Objects. These can be used with expressions such as ‘What’s this/that?’ – ‘Do you have a ruler?’. ‘May I borrow your pencil?’, etc. See below for the lesson materials currently available to download.
free Classroom Objects Flashcards
Classroom Objects Flashcards
A set of flashcards which can be used to present the target vocabulary and for many flashcard games.
A set of 8 smaller classroom objects flashcards for students to hold.
These can be used for many card games such as ‘find your partner’, ‘memory games, line bingo, and many more.
Classroom Objects Board Games
Board Game 1
This classroom objects board game is best played in pairs and requires one dice.
Students take turns in rolling the dice and moving their game piece. After landing on a square, students should make a sentence based on the image in that square.
The aim of the game is to arrive at the center star to win a point. After winning a point, the student goes back to the start and begins again.
The student with the most points at the end of the game is the winner.
Board Game 2 – The Spinner Game
This Board Game to review classroom objects vocabulary is best played in pairs.
Each pair of students needs one pencil and one paper clip. Place the clip in the middle and place the pencil in the middle of the clip.
Then flick the paper clip to make it spin and make a sentence using the target language.
Board Game 3 – Race Around the World
No Need for Dice! In this board game students play rock, scissors, paper and ‘race around the world’.
One student moves clockwise and one student moves anti-clockwise.
Every time the student moves to a new square they should make a sentence using classroom object vocabulary.
Board Game 4 – Flick The Eraser
This Board Game is best played in pairs. Each student needs one eraser (or something small and light they can flick).
To play, a student should place his / her eraser at the bottom of the board game. Then the student should use his/her finger to flick the eraser.
If it lands in one of the hexagons, then the student wins that area and colors it in.
Next, the students should make a dialogue based on the classroom object word in that area, and then its the next student’s turn.
At the end of the game, the student with the most areas colored in is the winner.