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Go: JHS GrammarRoll of Fortune



BORROWED FROM / INSPIRED BY: Wheel of Fortune TV game show


GRAMMAR: Review Activity (grade 3)

DATE ADDED: Mar 08, 2011


    Large Classes (16-39 Students)ÓHuge Classes (40+ Students)ÔBad/Misbehaved ClassesÕ


30-50 min.

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BRIEF OUTLINE: Students answer review questions and roll the die to determine the points his/her group receives. This game also consists a list of simple challenges that students will do for fun to compete against each other.



  • RollofFortune attachments: 
    • You can use the sample questions from the worksheet but some of the questions are Total English series specific so if you are using a different textbook, you'll have to change the worksheet around.
    • Blow up the “Roll of Fortune” point sheet to use in class.
    • Print, cut and paste the challenges onto cardboard or thick paper. Or, simply cut them out and put them in an envelope for students to draw from. 
  • Tongue Twisters: I recommend printing each tongue twister out separately.
    • She sells sea-shells on the sea-shore. The shells she sells are sea-shells, I’m sure.
    • Peter Piper picked a peck of pickled peppers.
    • Can you can a can as a canner can can a can?
  • Make your own dice.



  1. After dividing the class into groups, students take turn answering questions.
  2. There are 4 categories: 1.) Textbook Questions, 2.) Five W’s, 3.) Five Words, and 4.) What to Say. Give students examples of each category:
    • TEXTBOOK: Where is Takuro Yano from? He is from Erimo, Hokkaido. (p.5)
    • FIVE W's: What is your name? When is your birthday? Who is your homeroom teacher?
    • FIVE WORDS: Give me five words that start with 'A': apples, and, anyone, about and and.
    • WHAT TO SAY: If I give you a present, what do you say? Thank you.
  3. Explain the points: If the student answers correctly, s/he can roll the die. Refer to the Roll of Fortune worksheet for more details.. If not, another student can answer.
  4. If student rolls a '5', the student will choose another group for his/her group to compete with. Then chooses a challenge card. Everyone in the group will do the challenge together. The teacher will time each group and the group that completes the challenge in the shortest amount of time wins the round. The winner gets 50 points and the loser loses 50 points.
  5. Go over each of the challenge cards to ensure students’ understanding.


  • Show not tell: Don't spend more than 5 minutes explaining how to play the game. Spend your time ensuring that students understand the challenges and questions. Once the students play 1-2 rounds, they will catch on.



  • The textbook questions are made for Total English series (book 3).

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This page was last modified on Wednesday, March 14, 2012 01:49:35 PM