While we do usually teach Halloween words, for us the main aim of a party class is to give students a break from studying, relax, and learn a little about western culture. At junior high school age, students are less likely to enjoy making crafts, but prefer competitive games that require using the mind to solve problems. Buying games (Games such as "Citadel", and "Forbidden Island", have worked well for us in the past) and teaching the rules to playing the games is a fun way for this group to use English, and play a more adult game. For those who would like to save a little money, we have also written the lesson plan below.
Lesson length : 40 to 50 minutes
Class size : Small Group class
Preparation time : 30 – 60 minutes to prepare the “Halloween Escape Room” game, 5 – 10 minutes to prepare “The hidden Enemy” game and Halloween vocabulary flashcards.
Materials :
Instructions :
1. Teachers brainstorm Halloween monsters with the class. If students are of a high enough level, teachers may also wish to quiz students with questions about the monster, like "What vegetable does a vampire not like?" (garlic), "What metal is dangerous for a werewolf?" (silver), "What is a vampire's favourite food?" (blood), etc.
2. Play a "Word association game" with the class, beginning with a monster or Halloween related item. Have the class form a circle. The teacher begins by saying a Halloween word, then passing a soft object, such as a ball, to the student next to them. They must then say of a word related to the first word, and pass the ball to the next student. That student says a word related to the second student, and the cycle continues. After the ball has travelled once around the circle and the students have understood the rules, play once or twice more, but this time giving students only ten seconds to think of their word.
3. Begin the "Escape Room" : Teachers tell students that they are now going to begin a series of challenges. If students can correctly identify the password from the clues of each challenge, they open the locks of the next box and continue to the next challenge. In total there are 3 challenges to complete and teams will only have 20 minutes to do so. And for an extra incentive tell students that if they cannot complete the challenges in that time, the teacher will lock the school door and students must spend their entire weekend at the school with 100 pages of homework to complete (This is a joke. Pretend to do so at if students can not complete in time, but do not actually do this!). For a fun competitive game, separate students into competing teams. Each challenge should have been placed into separate boxes, and students complete each stages as described below.
* Teachers would be wise to try each stage of the escape room themselves before playing, to make sure they can fully understand the methods for solving each code, and are able to give advice to teams where needed.
* We also played an escape room at Christmas with our Junior High Schoolers one year. If teachers feel one of the clues provided might be too hard, they may prefer to adapt the clue below for their Halloween party (Currently the answer reads "Santa").
4. If there is still time, play a game of "Invisible Man" : This game plays similarly to the popular board game "Cameleon", but with Halloween words. Lay Appendix E, "Invisible Man board" in the centre of the table. Make sure that students understand each of the words of the board. Shuffle Appendices F and G together in a deck. The deck should comprise the same number of cards as players and include one "Invisible Man". Have each player randomly choose a card from the deck and keep it a secret from their classmates. Have a student roll the dice once to indicate the number of the left-hand column of the grid of their card, and once again to indicate the number of the row on the top. Students should then find when the row and column meet, and which grid coordinates of the "Invisible Man" board it refers to. Unless they have pulled the "Invisible Man" card from the deck, they should now know the secret word.
At this point students each say a single word that is related to the word of the grid, but does not easily identify the word to the "Invisible Man" - the word should be generic or obscure. The player with the "Invisible Man" card will not know which word has been chosen, and must make an informative guess based on his classmates words, and give their own generic and obscure clue. After all students have said their word, students must each guess who drew the "Invisible Man" card.
If the majority of votes are on one person, that person reveals their card to the class, and if they are not the "Invisible Man" card holder, the "Invisible Man" has won 20 points.
If the majority of votes are on one person, that person reveals their card to the class, and they are the "Invisible Man" card holder, the "Invisible Man" has one chance to guess which word from the board the clasmates clues referred to. If they guess incorrectly, their classmates each get 20 points. If they guess correctly, noone scores points that round.
When the round is completed, students shuffle the deck once more, pick new cards and begin round 2. Play as many rounds as time permits. The winning player is the one with the most points at the end of the game.
Appendix A :
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Appendix B :
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Appendix C :
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Appendix D :
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Appendix E : Invisible Man board
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Appendix F : Invisible Man cards 1
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Appendix G : Invisible Man card 2
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PERMISSION IS GRANTED TO EDIT AND PRINT THE APPENDICES FOR USE IN THE CLASSROOM.