Download free printable telling the time flashcards and use them in class today. On this page, you can find both large and small flashcards for English lessons about telling the time in English. You will also find some fun ‘What time Is It? board games.
Telling The Time Flashcards
This PDF is a set of 12 large telling the time flashcards. Flashcards include one o’clock, two o’clock, three o’clock, four o’clock, five o’clock, six o’clock, seven o’clock, eight o’clock, nine o’clock, ten o’clock, eleven o’clock, and twelve o’clock.
This PDF is a set of 8 smaller time 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.
What Time Is It? Board Games
Board Game 1
This 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 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 ask and answer ‘What’s the time?’.
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 time in that area, and then it’s the next student’s turn. At the end of the game, the student with the most areas colored in is the winner.