Warmers and Coolers
Classroom Managementwarmerscoolerswarm-up activitieslead-in activities
Short activities at the start (warmers) and end (coolers) of a lesson. Not filler — they serve specific pedagogical functions.
Warmers (Lesson Openers)
Purpose:
- Activate schemata related to the lesson topic
- Lower the Affective Filter — transition from L1 world to L2 classroom
- Build energy and focus after students arrive from different contexts
- Review previous lesson content (spaced retrieval)
Examples:
- Quick-fire questions on last lesson's vocabulary
- Picture prediction: "What do you think today's lesson is about?"
- Two truths and a lie (personalised, low-stakes speaking)
- Board race: teams write words related to the topic
Timing: 3-7 minutes. A warmer that exceeds 10 minutes is eating into main lesson time.
Coolers (Lesson Closers)
Purpose:
- Consolidate learning — what did we cover today?
- Provide closure and a sense of completion
- Lower energy after an intensive lesson
- Bridge to next lesson or homework
Examples:
- Exit tickets: "Write one thing you learned and one question you still have"
- Ball toss review: catch and answer a question
- Three-word summary of the lesson
- Peer quiz: students test each other on key points
Timing: 3-5 minutes. Plan for it — coolers get cut when teachers run out of time.
Design Principles
- Align with the lesson — a warmer should connect to the main aim, not be a random game
- Keep it simple — no complex setup or lengthy instructions
- Maximise student talk — the warmer is for them, not for teacher monologue
- Vary the format — if every lesson starts with a vocabulary quiz, it stops being engaging