EIGO NOTO SPECIFIC ACTIVITIES:
Dekiru Bingo
The object of the game is to win points for you and/or your team by correctly forming 'can/can't' statements from the cards in the box without losing them by hitting a 'Bomb!' card.
Karuta: A 'Can Convo' variation was added.
Pick a Side
Students go to the left or right side of the classroom depending on whether they can do something. This game allows low-level/shy students to practice using `can` in a team before they have to talk 1-on-1.
Yes We Can
This activity was originally designed for JHS but it can also be used for ES. It is a basic partner search/match game, but with funny cards and a different ending.