98. Hangman game

0 / 5.0

Reflection All Communication
0 views | 15 minutes | 2 - 24 people

Guess the secret word by suggesting letters that could make it up. The 8th mistake is fatal!


Activity details

Duration: 15 minutes

Participants: 2 - 24 people

Cost: $ 0

Age range: 7-25 years old

Equipments

  • A printer

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Goal:

Vocabulary review in a fun way

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What we like:

  • Fun game
  • Possibility of forming teams

Steps

  • Select the facilitator. You'll need someone who can choose the secret word or group of words for the other players to guess. The facilitator must know how to spell the words, otherwise the other players won't be able to win.   
  • To start the game, the facilitator chooses a secret word. The facilitator then draws a row of dashes, with each dash corresponding to a letter in the word.

For example, if you choose the word 'STREETCAR', draw a line of seven dashes, with each dash representing a letter: (_ _ _ _ _ _ _).

  • Please keep your secret word to yourself. The other players will then try to guess the word by announcing letters one by one. It's important to choose a word that's challenging (or easy, depending on the level of the participants).
  1. When a player correctly guesses a letter in the secret word, the facilitator writes it in the corresponding blank space.
  2. If a player guesses a letter that is not in the secret word, the facilitator draws one part of a hangman drawing.
  3. If a player correctly guesses the entire secret word without making any mistakes, they win the game and become the facilitator.
  4. Regardless of the previous actions, you can continue to propose new letters until the end of the game.
  • Players begin to guess the letters.

a)  They announce different letters to the host to try to guess the word.

b) For example: "Is there an 'e' in your word?"

  • The facilitator fills in the "dashes" when the players correctly guess a letter.

For example, if the word is "STREETCAR" and a player announces the letter "T", the host must fill in the first dash with the letter "T": (T _ _ _ _ _ _).

NB: if a player guesses a letter that appears several times in the word, the facilitator must fill in all the "dashes" where that letter appears.

  • The facilitator draws part of the hangman when a player makes a mistake. Remember, any letter guessed that is not part of the secret word is considered a wrong answer. Each wrong answer results in an additional line being drawn on the hangman's incomplete sketch. The facilitator shows this by drawing a stick figure being hanged. Don't worry though, we'll help you out along the way. The features of the man are drawn as the answers are given incorrectly.
  • Did you know that the facilitator can adjust the game's difficulty? They can do this by adding or removing strokes in the drawing. If they add more strokes, it increases the chances of incorrect answers, which makes the game easier. After a wrong answer, the order of strokes to draw is typically:
  1. First wrong answer: draw an upside-down "L" that will serve as a pole from which the man will be hung
  2. Second wrong answer: under the horizontal line of the "L", draw a small circle to represent the hangman's head
  3. Third wrong answer: draw a vertical line from the underside of the head to represent the hangman's body
  4.  Fourth Wrong Answer: Draw a Line from the middle of the body to represent an arm
  5. Fifth Wrong Answer: Draw the Other Arm
  6. Sixth Wrong Answer: Draw a diagonal line from the lower end of the body to represent the first leg
  7. Seventh Wrong Answer: Draw the Other Leg
  8. Eighth Wrong Answer: Connect the Head to the Pole by Drawing a Rope

End of the game: 2 options:

  1. Once the rope is drawn, the players have lost the game OR
  2. Players win when they can guess the right word.

If the players correctly guess each letter of the secret word before the facilitator finishes the drawing, they win the game. A player can also try to guess the entire word at any point in the game instead of announcing a single letter. If the player's answer is incorrect, don't worry! The facilitator should treat it as if they had announced a wrong letter.

Don't hesitate to swap roles, and get the teams to work together to make the right decision!

The great thing about this game is that it enriches the English vocabulary of the participants, whether they are secondary school pupils or students... At the same time, it allows you to take risks when you announce one rule rather than another!


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