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ESL & ELL

ESL Classroom Games for Mixed-Level Classes

The hardest thing about an ESL class isn't the content — it's that a single room can hold a newcomer who arrived in October and a student who's been in English-medium classes for four years, and both of them need something to do for the next fifty minutes.

What Makes a Game Work for English Learners

Most classroom games assume a level of fluency and processing speed that a newcomer doesn't have yet. A buzz-in round where the fastest answer wins will be swept by your most advanced students every single time, and after two rounds of that, the beginners stop trying — which is the opposite of what a language classroom needs.

Four design choices separate a game that includes English learners from one that quietly excludes them:

  • →Processing time before anyone answers. Even a fixed ten seconds of silent think time before answers are accepted changes who participates. Speed-first formats are the single biggest barrier for ELLs.
  • →The team, not the individual, carries the risk. Speaking English in front of peers is the highest-anxiety act in the building for a lot of newcomers. Answering as a team makes it survivable.
  • →Visual and spoken input together. A question that is only read aloud disadvantages students still building listening comprehension; a question that's only projected disadvantages students whose decoding lags their speaking. Do both, every time.
  • →More than one way to be right. If partial answers, gestures, and a word in the right family all earn something, a beginner has a way into the round.

Format 1: Describe It Without the Obvious Word

One student sees a target word and has to get their team to say it — without using a short list of forbidden words. If the target is "refrigerator," the banned list might be cold, kitchen, food, and freezer.

This is probably the single best game format for language learners, because it forces circumlocution: the skill of talking your way around a word you don't have. That is exactly what a learner needs in real conversation, and it's almost never practised deliberately. A student who can describe a refrigerator without saying "cold" has a strategy for every word they haven't learned yet.

Level it by adjusting the banned list rather than the words. A newcomer gets "refrigerator" with one banned word; an advanced student gets it with five, which pushes them into genuinely inventive language. Same round, same target list, two different difficulties.

ClassArena's Off Limits mode runs this format with the target and banned words on screen for the describing student. Word Storm — teams racing to name as many valid answers in a category as they can — works well as a warm-up before it.

Format 2: Category Races

Give a category — foods, things in a hospital, words that describe weather, verbs you do in a kitchen — and have teams list as many as they can in sixty seconds. Every team scores something, which matters enormously for a group that's used to getting questions wrong.

Two variations worth having in rotation. First, semantic sets: instead of a broad category, use a tight one tied to a unit ("parts of a plant," "words for walking"). Second, the shared-answer version — teams only score for answers no other team wrote, which pushes advanced students past the obvious words without changing the task for beginners.

Format 3: The Survey Round

Ask the class a question the day before — "name something you do in the morning," "name a food that's better hot" — and collect the answers. The next day, hide the results and have teams guess the top responses.

What makes this good for an ESL room is that there is no correct answer to be wrong about, only a more or less common one. The language demand is low, the cultural content is real, and it surfaces genuinely interesting differences in a class where students come from several countries. It also generates a lot of natural discussion in the guessing phase, which is where the actual language practice happens.

Face-Off mode in ClassArena runs this format with the hidden answers revealed one at a time.

Format 4: A Quiz Board With Tiered Rows

A standard quiz board becomes a differentiated activity almost for free, because the point values already imply difficulty. Make that explicit and design the rows by language demand rather than by content difficulty:

  • •100 — recognition. Point to the picture, choose between two options, yes or no.
  • •200 — single word. Name the object, give the past tense, supply the missing word.
  • •300 — phrase or sentence. Use the word in a sentence, answer a short question in full.
  • •400 — explain. Why does this happen, what's the difference between these two words.
  • •500 — produce and defend. Give an opinion with a reason, retell something in sequence.

Now you can steer without singling anyone out. A mixed team naturally sends its newcomer at the 100 and 200 tiles and its advanced students at the 400s, and every student in the room is working at the edge of their own ability on the same board.

Scaffolding for Newcomers Specifically

A student in their first weeks of English needs the game changed, not just made easier. Some things that work:

  • •Give them the word list in advance. Handing a newcomer the target vocabulary the day before isn't cheating — it's the accommodation that makes participation possible at all.
  • •Accept the answer in any form first, then recast it. If a student says "he go store," they were right. Say "yes — he goes to the store" and move on. Correcting before acknowledging teaches students not to answer.
  • •Let the first language be a bridge. A team quietly working out an answer in Spanish before producing it in English is doing exactly the right thing. Only the final answer needs to be in English.
  • •Give a role that isn't speaking. Scorekeeper, timer, the person who spins the wheel. A silent period is normal for newcomers, and a job in the game keeps them in the room rather than outside it.
  • •Repeat the game. Running the same board again a week later is not laziness — familiar rules free up all the attention that went into understanding the task and let it go to the language instead.

If You're a Content Teacher, Not an ESL Teacher

Most English learners in the US spend most of the day in mainstream content classes, which means the teacher who most needs this is a science or history teacher with four ELLs in a section of thirty.

The highest-leverage adjustment is separating the content question from the language question. A student can understand photosynthesis perfectly and still not be able to produce the sentence that proves it. When a team answers, ask yourself which one is missing — and if it's the language, supply the word and let them say the idea.

Beyond that: project every question rather than only reading it, keep a running glossary of unit terms visible on a side board during the game, and make sure mixed teams put an ELL with a patient partner rather than with your fastest student. The fast student will simply answer everything.

Where to Start

These collections have boards worth borrowing for a language-focused room:

The full public game library is browsable without an account if you'd rather look before you build.

Building Your Own Word Lists

Your vocabulary list is specific to your unit and your students, so most of the value comes from boards you build yourself. ClassArena's AI generator takes a topic and level and produces a starting board you can edit down, and Doc to Game builds questions from an uploaded PDF — a vocabulary handout or a chapter glossary works well as a source.

Everything runs from your screen on the projector with teams answering out loud, so there are no student accounts and no devices to distribute. It's free for teachers; the free tier covers four game modes (Quiz Board, Face-Off, Buzz-In and the Randomizer Wheel) and live scoring, with caps on active games and monthly document uploads.

Build a board for your word list — free

Tiered questions, team play, and no devices needed. Ready in a few minutes.

Start for free at classarena.org →
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