Who Is That? — 56 questions about the people actually sitting in the room
This is not the character-elimination game the name suggests. There are no faces to cross off and no questions about glasses. You type in the names of everyone playing, and then the cards start: who would survive a zombie apocalypse? who talks to their pets like they are human? who laughs at exactly the wrong moment? who would press the big red button just to see what happens? The group argues, picks one name, and the app records it. Fifty-six cards, each written in English and Turkish, and a reveal screen at the end showing who collected what.
The subject is the class, which is why nobody goes quiet
A learner can have nothing to say about renewable energy and a great deal to say about which of their classmates would join a pirate crew by accident. Because the content is the people in the room, every student has both an opinion and the evidence for it, and the evidence is where the language is: it has to be Emre, he did exactly that on the school trip. Nobody needs a topic explained, and no one can hide behind not knowing enough.
Superlatives and second conditionals, produced rather than practised
Look at what the questions force. Who would… is a second conditional in disguise and the answer almost always needs one too. Who talks to their pets… pulls present simple with third-person -s, the ending learners drop first under pressure. Justifying a nomination requires comparison — more likely than, the most. Three structures that resist drilling, all appearing because the student wants to win an argument.
Insist on the reason before the name is recorded
The single rule that turns this from a fast game into a lesson. A name shouted out is worth nothing; a name plus because… is a full turn. Do not let the app record anything until someone has defended the choice in a complete sentence, and let another student disagree before you confirm. Two competing nominations with reasons is the richest thirty seconds the activity produces.
The Turkish is a switch, not a crutch
Each card exists in both languages and the whole interface toggles. Used well this is a ladder: run the first session in Turkish so a weak group understands exactly what the game is, then switch to English for the second and never go back. Used badly it becomes the default. A reasonable middle setting is to show the English card and allow any student to request the Turkish once per round.
Handle the social side deliberately
Assigning traits to real classmates can be affectionate or it can sting, and the difference is in the cards you allow and the group you have. Skim the deck before a session with a class that is not yet close, and skip anything that could land as a criticism. Set one rule aloud at the start: every nomination has to be something you would be happy to receive yourself. The reveal at the end is then something the class enjoys together rather than a scoreboard of who got teased most.
Level, size and timing
A2 to B2. It needs at least two names entered and works best with six to fifteen — fewer and the same person wins everything, more and the discussion fragments. Fifteen to twenty minutes, or ten cards as an end-of-term session with the reveal saved for the last five minutes. The app remembers the game between sessions, so a deck can run across several lessons and the reveal becomes an event.
Goes well with
Further reading
Overcoming Speaking Anxiety — why mingles unlock quiet learners
Group Dynamics in Large Classes — making thirty students talk