Eileen Eileen

W4-D3-Mafia

Description

This session uses a simplified version of the Mafia game to encourage speaking, persuasion, and listening in a fun, interactive way. Students take on secret roles as villagers, impostors, or detective, and must communicate, accuse, defend, and convince others using simple English. The focus is on interaction and meaning rather than accuracy.

Materials

Abc Cards

Main Aims

  • To encourage extended spoken interaction through discussion, persuasion, and decision-making.

Subsidiary Aims

  • To develop confidence expressing opinions and suspicions in English.
  • To promote turn-taking and respectful discussion.
  • To strengthen group dynamics and engagement.
  • To practice listening carefully to others' arguments.

Procedure

Lead-in (3-5 minutes) • Create interest and establish a playful, story-based context.

The teacher tells the group they will play a story game with secret roles. Explain briefly: Some people are villagers. Some are impostors. One villager is a detective. Emphasize that this is a speaking and guessing game.

Explanation (8-10 minutes) • Ensure students understand the rules and feel linguistically supported.

Explain the rules step by step, slowly and clearly: Each student takes one card and keeps it secret. Everyone closes their eyes at night. Impostors secretly choose one person to "kill". The detective can ask the narrator about one person. During the day, everyone discusses and votes. Check understanding with simple questions.

First Night (3-5 minutes) • Introduce the game mechanics calmly and clearly.

Students close their eyes. The narrator asks impostors to open their eyes and silently choose a victim, the close their eyes again. The detective opens their eyes and points to one person. The narrator confirms silently (yes/no), and the detective closes their eyes again. Everyone opens their eyes.

Day Discussion & Voting (12-15 minutes) • Encourage spoken interaction, persuasion, and active listening.

The narrator announces who was eliminated. Students discuss who they think the impostor is. Encourage: Giving reasons Asking questions Responding politely The detective tries to influence the group without revealing their role. Students vote by raising hands. The chosen person is eliminated.

Game Continuation - Other Rounds (22-25 minutes) • Provide repetition and deeper engagement with the speaking task.

Repeat night + day cycle once more if time allows. The narrator keeps the pace fast and controlled. Stop the game once impostors are eliminated. Restart the game if there's time.

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