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Siek-Piskozub, T. (2016). The compatibility of positive psychology and the Ludic strategy in foreign language education. Glottodidactica 43(1), 97-106.

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Playing games can be an useful and engaging way of learning. Most students are drawn by games. Games are rarely played as part of a lesson, and most of the times kids had enough leisure time during their breaks. Including games in the classroom motivates students for they are not used to playing them.
Also, they relax the class environment since they have to move from their seats.
In language teaching, moreover, board games have demonstrated to have a positive impact on developing speaking skills and acquiring vocabulary.
They also help improve relationships as they provide a more relaxed environment, stimulate team work, promote creativity, and boost students' willingness to communicate. (Siek-Piskozub, 2016)

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The game has three sets of cards related to a specific grammatical structure (red for modal verbs, blue for past simple/participle, and green for will and going to). Within each card, three pieces of information can be found:
- Grammatical feature: Specific feature to be used. For example, a blue card will have Past Participle or Past Simple in it (only one of the two), or a red card will have a modal verb written, like Ought.
- Vocabulary: Two vocabulary words that students will have to include in their dialogue. These words can be quite random, so students will have to come up with creative ways to use them.
- Scenario: A brief explanation to provide some context for the interaction. It can be a situation, a place or character.

With all the infromation found in the card, the team that drew it will have 1 minute to discuss how to include all the elements from the card in the dialogue. It is in this minute that most of the meaningful communication occurs.

After the team acts the prepared dialogue, the other teams will judge the performance and decide if the team gets the point. With this, we make sure that all students participate in the performance (as performers and audience) and pay attention.

Teams take turns to perform what they get in the cards and the game can end when a team gets an agreed amount of points or after a certain amount of time.

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Here you can find the printouts for the elements of Sicktionary. This includes the logo, 5 representations of the character, and many stars for your cards and wheel.
They are to be printed in letter sized paper, you can use thick white paper for better results.
The sheets have the characters mirrored so you can  use them as pop ups in your board.

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With this PNG file, you can put his face in any picture you want by using Photoshop or any similar photo-editing software. This picture has no background for you to handle it easily.

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The main character of our board game does not have a name, but he does have an appetite for the unknown. He finally can travel around the world and explore all the cultures he always wanted to know. He only speaks English, but that is not an impedement for getting immersed into the new worlds he's discovering.

We decided to portray this character as a person willing to actively participate as a member of any community he decides to visit. He dresses like the locals and is not afraid of doing the same activities they do. He can dance Vals in Chiloé as he can wear a kimono in Japan  or hunt with Eskimos in the north pole.

Some representations of this character may result funny for students, and even some can be considered absurd; but that can lead to further discussion on culture appropriation and immersion. After using this game, or using this character for your lessons, you can tackle those topics and make your students decide what would be their role in a foreign community; would they be tourists, or would they immerse in that new culture?

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Sicktionary ideally uses a wheel and a set of cards as the ones from the pictures below. To make them, you need colored cardboard (3 colors), some thick cardboard (2-4 mm.) and a paper fastener (known as "clip mariposa" in Chile).

The elaboration time of the wheel and cards should be of about half an hour. And the ideal size of the cards is 7x5 cms.

However, if you do not have all the materials for the wheel or you can't manage to make it work properly, you may as well paint the sides of a die with the colors you used for your cards.

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This board game was designed using recycled materials and photo-editing softwares.

The premise of the game is that the character from Sicktionary (students can name him) has finally retired and now has time to travel around the world, immersing in every culture he visits.

The main board of the game purely has a decorative purpose. That means that you can skip making it if you do not have enough time or resources to use it. Instead of creating the whole board, you can print the characters and logo and paste them in the walls near where your students would play it.

You can add a world map as well (alternative maps like the upside down model can be good food for thought) or take advantage if there is one already in the classroom and paste the characters close to it.

At the end of this section, we provide the printouts for the board game (Logo, character, and stars for using in the cards/wheel)

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- Form two or more teams of 2 players each.
- Decide who starts and then take turns going to the right.
- Spin the wheel and take a card of the colour you got.
- In one minute, prepare with your partner a short dialogue that includes all the features written in the card. Act the interaction.
- The other team(s) will watch the performance and decide if the performers get the point. Judges should pay attention to grammar, pronunciation and originality. Provide explanations for your decision.
- Repeat for next team.

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One of our main concerns was to make a game that is both fun and useful for students and we hope to have achieved that through this game. The main goal of the game is that students engage in meaningful communication through discussion of scenarios and dialogues and that they use their creativity to meet the requirements of the prompts.

There are several elements in this game that we believe are good for students and reinforce positive attitudes and skills. For example, besides the evident group work invovled, students get an opportunity to build rapport through the probably silly scenarios and also get to practice their assessing skills. The role of judges is very important, as it will help them pay attention to specific features in spoken language and provide them an early experience for providing feedback; skills that we learn later in the programme and which can be very daunting (they were for us.)

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Sicktionary is a board game in which players form pairs and recreate situations based on the prompts from the cards. The goal is to earn the highest amount of points possible, and players can practice the language features (vocabulary or syntax) hinted by each prompt.
In order for teams to earn points, their performance needs to convince their rivals. For example, if the prompt requires a team to role play a situation in which a foreign tourist asks for recommendations of festivities in Chiloé, both members (the tourist and the local) have to play their roles convincingly in order to earn points.

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Gustavo Valdivia: 50%
Ignacio Vásquez: 50%