Quick Guide
- Keywords: TOEIC, motivation, engagement, gamification
- Learner English level: Beginner to advanced
- Learner maturity: University students
- Preparation time: 5-10 minutes
- Activity time: 20-40 minutes
- Materials: A TOEIC activity, whiteboard/blackboard, whiteboard marker/chalk, board eraser, small portable whiteboards, markers with erasers for students.
When English language educators are tasked with delivering lessons containing TOEIC content, motivating students can be challenging. Inspired by no-limit poker, No-limit TOEIC was developed in order to increase student engagement and motivation. In the same vein as Grammar Auctions, No-limit TOEIC is an activity that allows students to compete by bidding on their answers after discussing multiple-choice problems in small groups.
Preparation
Step 1: Have a TOEIC activity (or other multiple-choice activity) ready for students to complete.
Step 2: On the left side of the board, set up rows from top to bottom by writing as many numbers of the assigned problems as you can fit. If you do not have enough space to write all the numbers, you can add them later.
Step 3: Across the top of the board, set up columns by writing the team numbers, i.e. “Team 1”, “Team 2”, “Team 3”, “Team 4”, etc. Under each team, write “10.” This is the number of points each team starts with and the default number of points teams can be lent if they go ‘bankrupt’ (Appendix A).
Procedure
Step 1: Divide the class into teams of three to five students, assign team numbers, and have teams sit together. Give each team a portable whiteboard and marker with an eraser.
Step 2: Explain to students that they will be playing a game where, after completing a TOEIC activity, each team chooses an answer and places a bet, from zero to all their points, depending on their confidence in its correctness. Explain that if a team loses all their points, they will be given a loan of 10 points, which must be repaid at the end of the game.
Step 3: Have teams complete the TOEIC activity.
Step 4: Have teams discuss Problem 1 and the number of points they want to bet on their answer.
Step 5: Tell students to write their answers and bets on their whiteboards.
Step 6: On the count of “three, two, one show,” a member of each team holds up their whiteboard.
Step 7: Record the teams’ bets and answers on the board (Appendix B).
Step 8: Reveal the correct answer and discuss and explain, if necessary.
Step 9: Calculate the teams’ scores by adding or subtracting the points they bet and record any loans on the board (Appendix C).
Step 10: Repeat the process until all problems are completed. As the game progresses, the running total for each team is added and written in the appropriate space at the end of each round. If there is no more space to write, erase the board and write the totals under each team’s name. Write the new problem numbers on the left side of the board (Appendix D).
Step 11: After all the problems are finished, subtract any loans given during the game and write the total scores on the board. The team with the most points wins.
Conclusion
University students in Japan may perceive TOEIC content as dull. However, studying TOEIC content via No-limit TOEIC adds competition and excitement, and student feedback has been overwhelmingly positive. No-limit TOEIC could also be employed for various other multiple-choice content. For educators wishing to expand their repertoires of engaging gamified activities, this may be one to add.
Appendices
The appendices are available below: