Short and playful vocabulary-building activities can be used effectively at both the beginning and the end of a language lesson. At the beginning, they help students recall previously learned expressions, prepare them to use the target language and introduce the topic of the lesson. At the end, they provide an opportunity to revise new vocabulary, check understanding and summarise what has been learned in an enjoyable way.
During the training course, we played similar online games at the beginning and end of every language lesson. The most frequently used activity types were memory-matching games, word puzzles and image-recognition games. These activities engaged many students within a short period of time and created a relaxed and motivating learning environment.
The value of this method is not tied to one particular website. If the original online games are no longer available, the activities can easily be recreated on other digital platforms, in presentations or with printed cards.
The activities:
expand and activate students’ vocabulary;
develop the quick recognition and recall of words;
connect the written form, meaning and visual representation of words;
reinforce correct spelling;
support long-term memorisation;
provide students with immediate feedback;
increase learning motivation;
offer opportunities for individual, pair and group work.
A lesson can begin with a short activity lasting approximately three to five minutes. The game may contain expressions learned during the previous lesson as well as a few words connected to the new topic.
Another brief activity can be used at the end of the lesson to practise the vocabulary introduced that day. The same type of game can be played both at the beginning and at the end, allowing students and the teacher to observe how much progress has been made during the lesson.
The activities do not always have to be organised as competitions. They can also be cooperative tasks in which the whole class works towards a shared goal, such as identifying all the words correctly within a given time.
A set of face-down cards appears on the screen. Students turn over two cards at a time and try to find the matching pairs.
Pairs can be created in a variety of ways:
an English word and its meaning in the students’ first language;
an English word and a picture;
a word and its definition in the target language;
a word and its synonym;
a word and its antonym;
a verb and the appropriate preposition;
a word and an example sentence;
two parts of a phrase or expression.
Picture–word matching is particularly effective for beginners. At higher language levels, it is advisable to reduce the use of first-language translations and replace them with definitions or example sentences in the target language.
The teacher prepares a set of cards based on the current topic.
Students find the matching pairs individually, in pairs or in small groups.
They pronounce every word they reveal aloud.
When they find a matching pair, they use the word or expression in a short sentence.
At the end of the game, the class reviews the expressions that were particularly difficult to match.
It is important that the activity should not focus only on remembering the position of the cards. Pronouncing the word, explaining its meaning or using it in a sentence ensures genuine language processing.
Students can also create their own pairs of cards. They select a new word, find or draw a suitable picture, and write a definition or example sentence in the target language. The cards produced by the students can later be combined into a shared class game.
In a word-unscrambling game, the letters of a target-language word appear in a mixed order. Students must rearrange the letters and identify the word.
For example:
TIRAN → TRAIN
KETTIC → TICKET
RAPTIOR → AIRPORT
A picture, short definition, topic or example sentence can be provided as a clue.
Letter unscrambling:
Students arrange a set of mixed-up letters to form the target word.
Syllable puzzle:
Longer words are divided into syllables or smaller parts, which students must place in the correct order.
Sentence unscrambling:
Students rearrange a set of mixed-up words to form a grammatically correct sentence.
Missing letters:
Some letters are removed from a word, and students must complete it.
Word chain:
Students form a new word beginning with the final letter of the previous word.
Category puzzle:
After solving the words, students also sort them into categories such as food, means of transport, occupations or emotions.
The teacher provides the topic or a short clue.
Students solve the word individually or in pairs.
They pronounce the answer aloud.
They briefly explain its meaning or use it in a sentence.
At the end of the activity, the class revises the words that were more difficult to identify.
The activity can be completed against the clock, but speed should not be the only consideration. Points can also be awarded for correct pronunciation, an accurate explanation and an appropriate example sentence.
Students look at a picture and try to identify the object, person, action, location or phenomenon in the target language.
The picture may be:
displayed in full;
partly covered;
revealed gradually;
heavily zoomed in;
shown only briefly;
accompanied by several possible answers;
presented with a sound or short definition.
Gradually revealed or closely cropped pictures are particularly motivating because they encourage guessing and prediction.
The teacher displays a picture or part of a picture.
Students try to name what they can see in the target language.
After the correct answer is given, the class checks the pronunciation and spelling of the word.
Students use the word in a sentence or briefly describe the picture.
With more advanced groups, the teacher can ask additional questions about the image.
For example:
What can you see in the picture?
Where can we find this object?
What is it used for?
What is happening in the picture?
How would you describe this person or place?
What might happen next?
In this way, image recognition develops not only vocabulary recall but also sentence construction and oral communication.
At the beginning of the lesson, students play a memory game in which they match the following words with the appropriate pictures:
suitcase;
boarding pass;
platform;
airport;
delay;
accommodation.
They then solve scrambled words in a word puzzle. At the end of the lesson, they play an image-recognition game in which they not only identify the objects and places shown but also use the vocabulary in sentences.
For example:
You need a boarding pass before you get on the plane.
We waited on the platform because our train was delayed.
The activities can be organised in several ways:
as a whole-class activity on an interactive whiteboard;
as an individual task on a phone, tablet or computer;
as pair work using one device;
as a competition between small groups;
as a cooperative class challenge;
as homework accessed through a shared link or QR code.
When students work together on a single device, roles can be assigned. One student operates the device, another says the answer aloud, and a third uses the word in a sentence. The roles can be rotated during the next round.
Similar games can currently be created or found on several online platforms.
Wordwall offers templates for matching pairs, flashcards, anagrams and sentence-unscrambling activities. The same vocabulary set can be reused in several different game formats.
LearningApps allows teachers to search for and create a variety of interactive learning activities, including picture–word and word–meaning matching tasks.
Quizlet can be used to create digital flashcards containing both text and images. Flashcard sets can also be used in a matching game in which students connect expressions with definitions or pictures. (Quizlet – Learning Games)
The free and subscription-based features of these platforms may change over time, so teachers should check the current terms of use before preparing an activity. Whenever possible, a tool should be selected that does not require students to provide personal information or create individual accounts.
The activities can also be completed without internet access or digital devices:
memory cards can be printed and cut out;
mixed-up letters can be written on separate pieces of paper;
the words of a sentence can be arranged using individual cards;
printed pictures or textbook illustrations can be used;
students can draw their own pictures to represent the vocabulary.
These alternatives are especially useful when the internet connection is unreliable, not every student has access to a suitable device, or the teacher would like to include more movement and face-to-face cooperation.
Students who require additional support can be provided with:
a picture or first-language meaning;
the first letter of the word;
the number of letters;
multiple-choice answers;
a bilingual glossary;
additional thinking time;
opportunities to work with a partner;
an audio recording of the word’s pronunciation.
More advanced students can:
identify words from definitions in the target language;
match synonyms and antonyms;
build common collocations;
write example sentences;
create puzzles for their classmates;
explain why a word belongs to a particular picture or category.
These games are particularly suitable for formative assessment. The teacher can quickly identify which expressions have been learned successfully and which require further revision.
Assessment should not focus only on the score or speed of completion. The teacher can also observe whether the student:
recognises the meaning of the word;
pronounces and spells it correctly;
can use it in a sentence;
understands it when heard;
can connect it to a picture or definition;
can recall it later without support.
At the end of the lesson, students can identify three words they already know confidently and one or two expressions they still need to practise. These words can be included again in the warm-up activity at the beginning of the next lesson.
A digital game alone does not guarantee the long-term acquisition of vocabulary. If students click randomly or focus exclusively on speed, meaningful language processing may be lost. Each answer should therefore be followed by a short pronunciation, sentence-building or explanatory task.
An overly competitive environment may be uncomfortable for quieter students or those who need more time. Instead of individual rankings, pair, group or whole-class goals may often be more effective.
The images used should be clear, of an appropriate quality and legally reusable. If an image can reasonably be interpreted in more than one way, alternative answers should also be accepted when students can justify them.
Memory-matching games, word puzzles and image-recognition activities are brief, varied and easy-to-use tools for vocabulary development. At the beginning of a language lesson, they activate previously acquired knowledge; at the end, they help students organise and consolidate new vocabulary. They can be used in both digital and printed formats, adapted to different language levels and, when used regularly, enable students to recall and apply foreign-language expressions with increasing confidence.