Welcome-

This site explains briefly the ConFluency Card Game. The activity was developed to encourage natural, fast-paced, student-centered conversation in EFL classes. It is played in groups of 3-4 people, and is suitable for classes up to 40 students.
For complete information, go to www.conversationalfluency.com.

About the Activity

There are 3 sets of ConFluency Cards. ConFluency Card Set One begins with turn-taking. Turn-taking is natural to conversation and common to card games. Students respond naturally to the question and answer pattern used in Card Set One. Set One also begins teaching Life-Long Language Learning Skills.
Card Set Two builds on the skills in Card Set One, and introduces patterns that allow the student to express opinions and ideas, and to agree and disagree.
Card Set Three continues to build on the earlier patterns, and introduces a variety of conversation strategies that are common to everyday native speech. Card Set 3 is especially flexible, allowing teachers to include conversation strategies suitable for their students' vocabulary, need or language-focus.

Tuesday, March 3, 2009

Strategies for Teaching the ConFluency Card Game

There are 3 sets of ConFluency Cards. Each set has a different language focus (click to download the cards in English & Japanese):
  • Set 1- Questions and Answers;
  • Set 2- (Set 1 +) Sentences, Negatives & Commands;
  • Set 3 (in English)- (Sets 1 & 2 +) Conversation Strategies (small words and phrases that make conversation smoother, easier and more natural, like ‘Uh-huh’, ‘Let me think...’, ‘By the way...’, ‘Really? Cool!’, etc.)

There are 4 activities teachers should consider before playing the ConFluency Card Game in the classroom:
Introducing the cards;
Previewing the students’ conversations;
Testing students’ accuracy in card usage, and;
Practicing card skills, using support activities.

Introducing any card set takes about 15 minutes of class time (click here for a print of the rules, or see the webpage for all related info & downloads). It’s best to have the remaining time (30-35 minutes) for the students to Preview and play with the new card set; the practice time will help them to better remember how to use the new cards. The card skills in Set 2 are basically the same as those in Set 1, except the focus is on sentences, not Q & A. So, Set 1 takes the most time, and practice, for the students to learn. There are prepared rule sheets (Set 1, Set 2) in English and Japanese to give to the students when introducing a new card set.
Previewing the students’ conversation before the card game is very important and avoids time-wasting dead air in the conversations. Letting the students fill-in blanks on a Conversation Primer helps them to ‘own’ the conversation and talk about things of interest to themselves. Importantly, it also let’s the teacher focus the content of the students’ conversations. This activity can be done as homework (to save class time). Or, in the classroom, if the students fill-in blanks on the Conversation Primer, the activity takes 5-10 minutes.
The ConFluency Card Game encourages the fast-pace of natural conversation. It is strongly suggested that teachers choose content for the Conversation Primer that students have studied and practiced several times (ie., review material). This will best insure students’ success with the card game, accuracy in speaking, and progress toward conversational fluency.
To prepare a ‘Conversation Primer’ before class (click here for an example), write questions and sentences with blanks in a way that force students to use the grammar (or other focus) you want to target, but in a way that gives the students some freedom of content choice:

For Card Set 1-

  • 2 or 3 Yes/No Questions, some or all with A + 1 Answers (Will you OOO tomorrow?-> Yes, I will. A+1 - I will OOO tomorrow.);
  • 2 or 3 Wh- Questions, some or all with A + 1 Answers (What time do you usually OOO? -> I usually OOO at O:XX. A + 1 -But sometimes I OOO at X:OO. )

For Card Sets 2 & 3-

about 5-6 Sentences:

  • 1 or 2 followed by a Yes/No Question (I like OO. -> Do you like OO?);
  • 1 or 2 followed by a Wh- Question (I like OO. -> What XX do you like?);
  • 1 or 2 followed by a Negative (I can OO. -> I can’t OO.) and/or a Command (I can play OO. -> Play OO!)

For Card Set 3 (or advanced students)-

  • Advanced students can do all-class Brainstorming on the blackboard. Click for more about Brainstorming.


Testing student accuracy in using the cards is also important. It is most easily done by playing CROSSFIRE before playing the card game. Playing CROSSFIRE for 10 minutes before using the ConFluency Cards is usually sufficient. See here for more information about how to play CROSSFIRE.

Practicing the ConFluency Card Game skills can be done most simply and often using a Q-Card, or Janken Conversation Rounds activity. Both of these activities are excellent on-going review activities, and can be done in about 5 minutes. There are other activities that teach and practice the same card skills, as well. For more information, see Conversation Skills, More Activities and Q-Cards.

A Typical ConFluency Class

Using the above activities, we have 3 different ConFluency class patterns: Introducing new cards, Regular play and Single card games. Below are class schedules for each pattern (assuming a 50 minute class):

Introducing new cards:
Introducing new cards: 15 minutes
Previewing (fill-in Primer): 5-10 min.
ConFluency Card Game: 25-30 min.

With this schedule, students should be able to play the card game two, or maybe three, times in a class. Rotate students to make new groups for each card game.

Regular play:
Previewing (fill-in Primer): 5-10 minutes
Accuracy testing (CROSSFIRE): 10 min.
ConFluency Card Game: 30-35 min.

With this schedule, students can usually play the card game 3 times in a class. Rotate students to make new groups for each card game.

Single Card Games:

Single card games can be played in 10-12 minutes. If students are able to prepare Conversation Primers before class, perhaps as homework, or use previously prepared Primers, and have them in their notebooks (students MUST have a Primer), a single card game, without accuracy checking, can be played in about 15 minutes, including starting and clean-up.

Class time needed to become skilled in using each Card Set:

Assuming a single card game finishes in 10-12 minutes, single card games can be played:

  • 1-at-a-time in 15 min. blocks;
  • 3X in 30 min. (with a prepared Primer); or
  • 3-4 times in 50 min. (including class time to complete a Primer).
  • Times given are a minimum; depending on student progress.

Assuming 50 minute class times, the following schedule has worked well (for each new card set). Each 'time' counts 1 card game:

  • 1 time in the full class (50 min.) for Introducing new cards.
  • 2 times in 30-50 minute blocks for Accuracy checking. In a 30 minute block: 10 min. CROSSFIRE, 20 min. for 2 card games. Primers prepared before class. In a 50 minute class: See Regular play, above. Primers can be prepared in-class.

And in addition to the above times:

  • For Card Set 1: 3-9 more card games (see above for times)
  • For Card Sets 2 & 3 (each): 3-6 more card games (see above for times).

Historical Note

Regarding small groups playing separate from the whole class:

The original ConFluency Card Games were played (and developed) with 4 students at a time, for 25 minutes, in the school library with the foreign English teacher. Thus, 2 groups of 4 students were able to participate during each 50 minute class; several weeks were required to cycle all of the students into the activity.
This schedule allowed for very direct interaction between the foreign teacher and each student. A separate Accuracy checking activity wasn’t needed. For small classes, in an English Conversation school setting, for example, play in small groups is certainly possible.
As the ConFluency Card activity was developed and refined, it began to be played in the whole class in the patterns described above. As such, a way to check student accuracy, CROSSFIRE, was added to the regular ConFluency class.

Terms & Conditions

Terms of Service
Acceptance
The Ready-Set-GO! English website and its' editor provide service (“Service”) to you, subject to the following Terms and Condtions (“T&C”). The T&C tell you what you can expect from the Service, and what the Service expects of you. Ready-Set-GO! English or its' editor may amend the T&C at any time by posting an amended T&C on the
website. The T&C may not be otherwise amended except in writing signed by you and the editor of the Ready-Set-GO! English website.
YOUR USE OF THE READY-SET-GO! ENGLISH WEBSITE AND/OR THE MATERIALS IT CONTAINS IS YOUR ACCEPTANCE OF THESE TERMS OF SERVICE. YOUR USE OF THE SERVICE IS AT YOUR SOLE RISK. THE SERVICE IS PROVIDED ON AN “AS IS” AND “AS AVAILABLE” BASIS. THE EDITOR OF THIS SITE EXPRESSLY DISCLAIMS ALL WARRANTIES OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NON-INFRINGEMENT RELATED TO THE SERVICE. ANY MATERIAL OR DATA DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE SERVICE IS DONE AT YOUR OWN DISCRETION AND RISK AND YOU WILL BE SOLELY RESPONSIBLE FOR ANY DAMAGES OR LOSS OF DATA OR EMAIL THAT RESULTS FROM YOUR USE OF THE SERVICE. NO ADVICE OR INFORMATION, WHETHER ORAL OR WRITTEN, OBTAINED BY YOU FROM THIS SITE OR IT'S EDITOR WILL CREATE ANY WARRANTY NOT EXPRESSLY STATED IN THESE TERMS AND CONDITIONS.
General Information
Ready-Set-GO! English or it's editor may provide notices to you pursuant to the T&C through email, regular mail, or by displaying conspicuous notices or links to notices to you on the Service. The T&C constitutes the entire agreement between you and the editor of the Ready-Set-GO! English website and governs your use of the Service, superseding any prior agreements between you and the editor. You also may be subject to additional terms and conditions that may apply when you use other Ready-Set-GO! English products or services. The failure of the editor of the website to exercise or enforce any right or provision of the T&C will not constitute a waiver of the right or provision. If any provision of the T&C is found to be invalid, the other provisions of the T&C will remain in full force and effect. Any claim or cause of action arising out of or related to use of the Service or the T&C must be filed within one (1) year after the claim or cause of action arose or be forever barred.
Copyright
All materials and information on the Ready-Set-GO! English website are copyrighted by it's editor. Use of the materials is intended for the benefit of students of English and other foreign languages. Permission to use the ideas and materials is granted for not-for-profit educational and entertainment purposes. This permission may be revoked or altered at any time at the sole discretion of the editor.