Esl advice game




















Students take it in turns to pick up a card, read out the situation on the card and ask for advice. The other students then each give a different piece of advice for the situation using the modal verb 'should'. The student with the card listens and awards the card to the person who gives the best advice.

The student with the most cards at the end of the game wins. Afterwards, students tell the class the best advice they were given for each situation.

Agony Aunt. In this intriguing giving advice activity, students take on the role of an agony aunt called Abby and give advice. First, students write a reply as Abby, giving advice for the problem on their card. Next, in groups, students read and discuss all the advice given by other students for their assigned problem.

Each group then chooses the best advice and writes a final response. Afterwards, groups take it in turns to read their problem and advice to the class who say whether they agree with the advice or not. Careers Advice. In this giving advice game, students give careers advice and their classmates try to guess the matching jobs. In pairs, students complete each job card with career advice for someone who would want to do that job in the future.

When the pairs have finished, they take it in turns to read out the advice on one of their job cards, without saying what the job is. The other pair listens and tries to guess which job they are giving career advice for. If the pair correctly guesses the job, they score a point and keep the card. If not, the pair reading out the advice scores a point and keeps the card. The pair with the most points at the end of the game wins. I've got a Problem.

This giving advice speaking activity helps to teach students how to state problems and give advice with should, ought to and had better. Half the class are problem people and the other half are advice givers. The problem people think of a minor problem they have and are willing to talk about, e. Next, each problem person pairs up with an advice giver and explains their problem to them. The advice giver then gives a piece of advice, e. The problem person then moves on to ask advice from another advice giver.

This continues until the problem person has received five pieces of advice. Students then swap roles and repeat the activity. Afterwards, students state their problem and tell the class the best and worst piece of advice they received. Should and Shouldn't Board Game.

In this fun giving advice board game, students read problems and give advice with should and shouldn't. Players take it in turns to roll the dice and move their counter along the board.

When a player lands on a square, they read the problem and give a piece of advice, saying one thing the person should do and one thing they shouldn't do. The other students listen to the advice and judge the player's response.

If it's grammatically correct and appropriate, the player stays on the square. If not, the player goes back two squares. The first player to reach the finish wins the game. If you have a weak class, you can have the students play by giving one piece of advice with should or shouldn't. The game can also be played with other phrases for giving advice. Whats your advice? In this giving advice game, teams have five minutes to write down as many pieces of advice as they can for a given situation, scoring points for each appropriate sentence.

In each round, give students a different structure for giving advice to use, e. Teams then have five minutes to write down as many pieces of advice as they can for the situation using the structure, e. Teams score one point for each appropriate piece of advice. Play further rounds using a different situation and structure for giving advice each time. The team with the most points at the end of the game wins.

Advice Dominoes. In this giving advice with conditionals game, students play dominoes to practice the zero and first conditional for giving advice.

The first player puts down one of their dominoes on either side of the domino on the table, making sure that the 'main' and 'if' clause go together to make a zero or first conditional sentence for giving advice. The other players then take it in turns to match their dominoes in the same way by putting them down at either end of the domino chain and making a suitable conditional sentence for giving advice.

The first player to get rid of all their dominoes wins the game. Advice for the Modern World. In this giving advice game, students write advice for modern-day situations and then play a guessing game using the advice. In pairs, students write four pieces of advice for the modern-day situations on the worksheet using a different structure for giving advice each time. Each pair then joins with another pair.

One pair chooses a modern-day situation at random and reads one of their pieces of advice to the other pair who guesses which situation the advice is for. If the pair guesses correctly, they score four points. If they guess incorrectly, the pair reads a second piece of advice for three points and so on.

When a pair guesses a situation successfully or all four pieces of advice have been read out, the pairs swap roles. This process continues until both pairs have given advice for all the situations.

Pairs then play a second round where they take it in turns to read out all four pieces of advice for each situation. If a pair has a piece of advice that is different from the other pair, they score a point. Asking For and Giving Advice. Here is a free giving advice worksheet to help students learn how to ask for and give advice on everyday topics. First, students then write a list of six things that they would ask advice for, e.

Next, students write mini-dialogues, asking for and giving advice on their six topics. Students then role-play the dialogues with a partner. After that, students imagine that they run an online advice column.

During the brainstorming, whenever a student suggests a problem and it sounds good to you and the class, have that person write the problem on a blank index card. Have students work in groups of three to come up with advice they might give for the brainstormed problems.

Each problem will need five different pieces of advice. Again, students should write these on blank index cards. You should divide the thirty problems among the groups in your class.

When all the advice has been written down, you should have index cards with possible advice. Now the game is ready to play. Shuffle all the problem cards together, and shuffle all the advice cards together in two separate piles. Play the game in groups of around ten students. Start by dealing five advice cards to each student.

Then have one student choose a problem card from the top of the deck. That student reads the problem to the other players. Those players must then choose what they think the best advice card they hold in their hand for the problematic situation. They should put these cards face down on the table. The person who read the problem gathers the face down advice cards, gives them a quick shuffle, and lays them face up on the table reading each one as she lays it down.

She then chooses the card that she thinks has the best advice. Whoever laid that card down gets a point, and all the other cards are removed from the table.

The next person in the circle chooses a problem card and this round plays the same as the first. Play continues until one person has five points and wins the game along with the title of best advice giver in the class. Bingo is one of my favorite games to play in the ESL classroom. It challenges students to listen carefully and make connections between language and pictures , numbers, or whatever is on the bingo card in front of them.

In this version, students will match problems with advice to score a five in a row win. If you created the index cards for the Comparing Council Game, you can use them again in this activity. Start by giving each student a blank bingo board and asking him to write a piece of advice in each open square. If possible, the advice should be somewhat general; it might apply to more than one situation.

Useful advice might be you should talk to the person about it, you could try and earn some money, or you had better get in shape. Students should write their advice in full sentences using modal verbs. Using the problem cards your class already created, choose one problem at a time and read it to your class. Students should scan the advice on their bingo card to see if any of it would apply to the problematic situation.

If so, she should mark that space on her card and write an advice giving sentence on a separate piece of paper. If you have a car accident, you should call the police. Continue drawing one problem card at a time and giving students a chance to write sentences using the advice on their bingo boards.

When someone gets five in a row, she calls bingo. She must then read her sentences to the class. If they agree that she has given good advice, she wins. If the class thinks some of her advice is too farfetched, she removes that marker from her card and play resumes until someone has five in a row. If you are looking for some unusual activities for practicing advice giving with your students, these games might be just what you are looking for.

Try one or more than one and see who in your class has the best advice to share. If you enjoyed this article, please help spread it by clicking one of those sharing buttons below.

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