Directions

Melonpanna Fukuwarai

Back with another fukuwarai version - this time one that's good all year-round!
Fukuwarai is a simple Japanese game similar to pin the tail on the donkey. This version is based on melonpanna-chan from the popular anpanman series.

Prep:
Print and cut the face and parts. Don't forget to draw her iconic 'M' on her forehead (or students will never let it go)
I suggest laminating and trimming the edges of the small pieces quite large so they are easier to handle. This version has a lot of parts to teach more than the basic eyes-nose-mouth.

Jack O'Lantern FUKUWARAI

This is a standard fukuwarai game, made for a Halloween lesson. Fukuwarai is a Japanese game, similar to pin the tail on the donkey, where a bind folded person must finish a face as accurately as possible.

Prep:
Print, cut, and laminate a set for each group (~4 kids per group). One set includes the pumpkin, two eyes, a nose and a mouth.
Make the size pretty large as the small pieces can get lost easily.
Acquire something to use as a blindfold for each group.

Halloween Fukuwarai

Summary: This lesson is based on the Japanese New Year's Game "Fukuwarai," where one person closes their eyes and another person directs them to place the parts of face on a blank face. The face always winds up looking funny and everyone laughs. This lesson recreates that game but with added Jack-o-Lantern flair. They color a blank pumpkin worksheet, then design their own Jack-o-Lantern face parts out of construction paper and play the game with a partner using up, down, right, left, and stop.

"Where is the ~ ?" Memory Game

This is a variation of memory that I made, which adds a fun but simple twist to the game and uses the key phrase, "Where is ~?"
It's played in pairs, though it could be easily altered to accomodate a group of 3 or 4, and it uses picture cards with the place names taught in Hi Friends 2 Lesson 4. In order to bring the total number of cards up to 15, I added a "cafe" and "arcade" card, though these can be omitted.

Setup

Guess Where the ALT is?

To introduce the activity, the ALT goes to the front of the class and describes how to get somewhere using the phrases that will be reviewed that day. For example, the ALT can describe how to get to somewhere inside the school like the library or the gym. Then the students have to guess the place that the ALT described. After this, the students can review the common phrases used when giving directions such as “turn left”, “walk along this street,” etc. Students fill in the Japanese blanks on their phrase sheet.

Let's Pokemon GO!

Game Explanation:

This game is based off the 6th grade lesson 4. Students work in pairs to make their way around the school to collect Pokémon. Each group will get one ping pong ball (poke ball) and one paper (Pokedex). The Pokedex should contain a simple map of the school (I asked my Vice principle for a floor plan and then traced it and made a simple copy) and a list of Pokémon (see Pokedex file).

Directions Smashbox Balloon Explosion

Have teams guide a blindfolded student towards a box that has a balloon in it and spikes facing downwards (don't worry, the spikes aren't dangerous).

You need to buy two blindfolds and a ton of balloons. You also need to make an explosion box. I do this by putting thumbtacks in the top of the lid , so that they poke through and then taping them in place.

I review direction vocab with the kids first "turn right, turn left, go straight, and stop." You can also add words like "behind", but it's not really necessary.

Explore Kyoto (Hi Friends 6-4)

  • First practice turn right/left, go straight, go back, stop, etc.
  • Next, have students stand and move the way that you direct.
  • Next, students give directions to move a magnetic arrow on a map of Kyoto. You can print out photos of the temples separately and use them again next year.
  • Have students sit and ask for a volunteer. The volunteer wears a hat so their eyes are covered.
  • Hide something in the room (like a chalkboard eraser) and the students raise their hands to give a direction  (turn left! etc.).

The Zombie Game

The children, who should have already practiced the directions earlier in class, are paired, told to get out their caps and then clear the classroom for all available space. Each pair jankens and the winner is declared the master and the loser the servant/robot/anything submissive really. The idea is that the master will give directions to its servants via the commands while the servant does not move in any way not ordered by their master. Additionally, the servants must wear their caps, white side up, while the masters wear their caps around their necks.

Fruit Ninjas – Directions with Weapons!

The directions lesson has always been one of my favorites and is an excellent time to get your kids up out of their seats and moving around. To that end i have taken some inspiration from a Japanese game: "the watermelon game"—which most people should already be aware of—and taken it to its logical maximum fun level, a real life version of the iPhone app "Fruit Ninjas". This game will require a trip to the 100 yen store for sure, but it is definitely worth it.

Tank Race

Activity:

  • Divide the class into 4 teams, A, B, C, and D.
  • Teams roll dice for turn order. 
  • At the beginning of each turn, the team sends one member to roll a die for their number of commands that round.
  • The robot can perform 3 basic commands:

Go!  (straight/back)
Turn!  (left/right)
Shoot!  (straight only)