Snap
Overview
Purpose
Vocabulary acquisition
Learning outcome
Students will be able to:
- respond appropriately to visual stimuli
- recognise and understand simple words.
Skills
- Listening
- Speaking
- Reading
Related units in Hai! kit
- Unit 8 Petto wa
Type
Pair, group, or class activity
Instructions
Materials
Each student player makes one set of snap cards. To download the student instructions and cards template, select from the following Word or PDF formats:
- Lets play snap! students' template for 'Snap' activity (Word, 63KB)
- Lets play snap! students' template for 'Snap' activity (PDF, 38KB).
To download the teacher's version of the template containing the Japanese vocabulary, select from the following Word or PDF formats:
- Teacher's vocabulary template for 'Snap' activity (Word, 55KB)
- Teacher's vocabulary template for 'Snap' activity (PDF, 31KB).
Object of game
To win the most cards.
Note that another version of this game – colour snap – is demonstrated in the 'ILS Introduction' video.
Pairs version
The pairs game is played with two sets of the same cards.
- Shuffle the cards thoroughly and deal them out one at a time, placing them face down in front of each student alternatively until all cards are dealt.
- Without looking at the cards, the students take it in turns to turn the top card over and put it in the middle of the table, forming a new pile. Both players must be able to see each new card at the same time.
- When a card is turned over that is the same type as the top card on the pile in the middle of the table, the first student to realise it shouts "snap!". For example, if the top card on the table is sakana (fish) and a player puts another sakana (fish) on top of it, that player or anyone else can shout "snap!".
- The player who shouts "snap!" first wins the whole pile of cards.
- The winner shuffles their new cards, and starts a new pile in the middle of the table by turning up the first card.
- When a player has no cards left, they are 'out' and cannot 'snap'. The winner is the player left with cards. If no 'snaps' occur, no-one wins. Re-shuffle the cards and start the game again.
Group version
The group game is played with the same number of sets of cards as the number of players, (for example, four players need four sets of the identical cards).
Follow the instructions for the pairs game but with the following differences:
- players decide on who will start the game by, for example, rolling dice and the highest scorer starting
- players take turns in a clockwise direction
- each player turns up their cards onto a separate pile in front of them, and 'snapping' gains the 'snapper' all the centre piles (not just the one with the matching card)
- the winner is the player who wins all the cards, or who has the most when time is up.
Tips
- When photocopying the template, enlarge the cards.
- Only introduce one type of snap game at a time.
- Ensure you have sufficient cards available for the number of students playing.
- Encourage students to match by word rather than just by picture.
Variations
- Instead of saying "snap!", students say the name of the animal.
- Challenge students to design their own snap cards using vocabulary from any unit. Pairs of students can play with these cards, which can be added to a classroom 'learning centre' for use by other students.
- Students split into groups of four with one set of cards spread out on the desk, picture side up. Call out an animal name, such as neko (cat), and the first student to grab it keeps it. The student with the most cards wins.
Further learning
- Have conversations in Japanese about what animals students like and what pets the have.
- Combine phrases with a jikoshookai (self introduction), for example, include name, nationality, and favourite animal.
Language to use
- sunappu is the way to pronounce 'snap' in Japanese
- Yatta
I win! - Nan desu ka.
What is it? - Kore wa ________ desu.
It is a ________.