In the LingoMatch game (at https://match.lingolab.online), the host (usually a teacher) can set up a game in which pairs of students will try to explain a list of words shown on their phone, while their progress is shown on a leaderboard.
After the host starts the game, the players see a list of words on their screen - one player has the role of 'explainer', and the other is the 'guesser'. The explainer has to tap on a word and then explain it to the 'guesser'. When the 'guesser' thinks they know the target word, they tap it on their own screen. Note that the 'guesser' actually has 2 extra distractor words on their screen so that the last words are not a giveaway.
Important: neither player should say the target word at any time - like the 'well-known taboo' game, the 'explainer' should use English to explain it!
The game ends after the first 3 pairs have finished explaining and guessing all the words.
The host clicks 'Create Game', and then chooses a list and the words to be used, and options for the game. Players join the game with a QR code (or via the 'Join Game' button + the room code). When players join the game they are matched with a partner.
Settings:
a) Select Words & definitions
The wordsets contain target words and also definitions, but the default mode is for BOTH players to see the target words on their own phones. However, it is possible to play with the 'Explainer' reading out the given 'definition'. (This is good for lower level learners, or for use with more challenging wordsets.)
b) Set Options
Roles: Either Player A or Player B is assigned to be the 'explainer', and the other player is in the role of 'guesser'.
The 'Explainer' role can be set to show them either the target word to explain, or the definition for them to read.
Display mode for responders word:
The guesser's words can be displayed as normal, or in 'hidden letters' mode (e.g. 'bird' shown as 'b..d'). The hidden letters mode is clearly more difficult, requiring a more detailed explanation from the explainer, and more active recall of the target vocabulary from the guesser.
What happens if a player gets a wrong answer? The host can choose whether the 'penalty' if the guesser clicks the wrong answer is a 'time penalty' (during which they cannot tap tiles), or whether the pair's score is reset to zero and they have to start again!
Note that it can be a useful learning sequence to start with a wordset in an easier mode (with definitions or shown words), and then play again with the same wordset in a more difficult mode (e.g hidden letters mode), with player roles switched.
To Join a game, players scan the QR code and they will appear on the list of pairs of players. These players should note their player role (as explainer or guesser) and stand next to their partner - NOT showing their phone screens. When all players have joined, the host can click the 'Start Game' button.
Note that this game matches up pairs of students, so if there is an odd number, the student left over will not be able to join with their device - they can simply stand with another pair and help the explainer.
What if a player is disconnected?
They should refresh their webpage on the screen and it should reconnect automatically. If they have closed the webpage accidentally, if they reopen it they should also reconnect automatically.
If there is really an unrecoverable disconnection (as does sometimes happen with any online activity) those students should simply join another pair and help them.
After a game has finished, the host can switch up the words, player roles and modes and start another game with the same pairs.
If you want to mix up the pairs, students will need to rejoin the game (host can just click on the home/top page button to close the current game.