ROLES
Cristina
Lesson 3 (Warmer) Stick icebreaker Some
of the students can catch a stick and do what is written on it (do 5 jumping,
say something beautiful to your classmates, dance like Michael Jackson…)
Lesson 4 (Activity 3) Superheroes vs supervillains. Students who perform villains have a card with all his/ her biography so when the superhero is making questions, he/she is able to answer them.
Lesson 4 (Conclusion) Guess the villain Teacher or
helper of the day, passes the one flashcard very quickly; kids have to guess
with a glimpse who the villain is.
Students choose a roll (villain or superhero), then they must ask questions to each other to guess the role that classmate is playing. Children have Chromebooks where they can search everything about the superhero or supervillain, teacher gives them the best websites where they can find the information about the character.
Lesson 5 (Conclusion) Superhero Poem. If we have time, we say this poem during all the project.
If I was a superhero
I would fly,
Arms out stretched
Touching birds in the sky.
If I was a superhero
I would have special powers
Like extra strong legs
For jumping over towers.
If I was a superhero
I am sure you will agree
The world would be better
Because of me!
Lesson 6 (Warmer) Crazy Train Students line up behind the teacher in a choo choo train line. Teacher gives commands such “faster”, “Slow”, turn right/left”, “go ahead”, “cross the table” …
Lesson 6 (Conclusion). Challenge. Listen to typical superheroes sentences and match them with its correspondence superhero.
Lesson 7 (Warmer) Phonics Hopscotch We put all the phonics on the floor simulating hopscotch game. Teacher
says a word and they have to step their feet on the sound this word is
beginning with, the sounds used are the phonics we have been learning in
previous years.
Lesson 7 (Conclusion) Phonics Words We give them words which contain this phoneme /tʃ/: church, match,
catch, nature, butcher, richer, lecture, fortune.
Lesson 8 (Warmer)
Super-eyes Teacher projects a superhero on the board, then says
two words which define one of the superheroes, and they have to try to catch
the superhero as soon as possible.
Lesson 8 (Conclusion) The
ball Throw the ball to a student and ask him Can
(batman) swim? The student answers Yes/No she/he can/can't and throws the ball
the student asking the same question but changing the superhero and the
superpower.
My parents are superheroes
Lesson 1 (Warmer) Listen up
Teacher reproduces superheroes songs,
children must guess what superhero song is.
For example:
Spiderman theme song 1960s (Youtube). Choose the minutes where the
song doesn´t say Spiderman, you can give them some clues if you believe it´s
necessary.
Lesson 1 (Activity1) Superhero Song Each group creates a sentence (each one of them have a key word, for example teacher, fourth level A, superhero, superpowers…), this is our superhero welcome song. Teacher provides them the rhythm of this song.
We will use this song |We will rock you instrumental (YoTube)| From0:00- 0:35
This is the lyrics of the song that we are
going to change:
Buddy, you’re a boy, make a
big noise
Playing in the street, gonna be a big man some day
You got mud on your face, you big disgrace
Kicking your can all over the place
We will, we will rock you
We will, we will rock you
For example:
Hello
everybody of the fourth level A, (KEY WORD: FOURTH LEVEL A)
Here
we are to learn English and, (ENGLISH)
become
into superheroesssssssssssss, (SUPERHEROES)
We are
super-heroes, (SUPER-HEROES)
We are
super-heroes, (SUPER-HEROES)
Lesson 1 (Conclusion) Running flashcard Two
students, show them something related to the vocabulary they have learned in
the Unit number 1, they run and try to write the word faster than the other classmate.
Lesson 2 (Warmer) I spy with my little eye. Whole Group, teacher starts saying a members of her family, learners must guess it and continue the game.
Lesson 2 (Activity 1 and 2)
MEMBERS OF THE FAMILY: MOM, DAD, BABY, SISTER,
BROTHER, GRANDMA, GRANDAD, AUNT, UNCLE, COUSINS.
SUPERPOWERS: SEE THOUGH WALLS, BECOME
INVISIBLE, SUPER STONG, SUPER SPEED, FLY, INVULNERABILITY, TIME TRAVEL,
TELEKINESIS.
Lesson 2 (Conclusion) Guess the relation Teacher
displays flashcard around the class, students must find them and guess what
they have in common (JOBS)
Lesson 3 (Warmer) Guess the job. Choose
a student, this pupil must represent it doing gestures, the rest of the class
must guess it.
Lesson 3 (Activity 3) Superhero calendar. For
example (Hulk, doctor); 21st March save the world, 30th
June (operation)…
Lesson 3 (Conclusion) Flashcards. Flashcards
in a big circle. Play some music while students walk around the circle. When
music stops, call out a flashcard, and the student standing next to the
flashcard wins.
Lesson 4 (Warmer) Jump. Ask children to stand up.
Hold up a flashcard and say a word. If the word is the same as the flashcard
the children jump, but if isn´t they keep still. You can use different actions,
e.g. Hands up, clap…
Lesson 4 (Conclusion) Read my lips. One student
who must say a job only moving his/her lips, pupils must guess it.
Lesson 5 (Warmer) Sing with me
Lesson 5 (Activity 1). Annie and Rocco, students
have work with these characters on the third level of primary, they learned the
parts of the body with them and make some arts and crafts to recreate these
cartoons.
Lesson 5 (Conclusion) Memory buzz.
Students sit in a circle and start building a sentence. The sentence must be
done using jobs and things related to them.
Lesson 6 (Activity 1 and 2)
Lesson 6 (Conclusion) Fantastic Binomial.
First
Group: JUDGE AND JAM
Second
Group: AGE AND JUNE
Third
Group: SOLDIER AND JOKE
Fourth
Group: JANUARY AND IMAGINE
Fifth Group:
CHANGE AND ORANGE
Lesson 7 (Warmer) Throw the dice. Teacher
has a dice with the previous words and more they must find the intruder.
Lesson 7 (Conclusion) Check the words. After
listening the stories children in groups write the two key words which appeared
in the story.
Lesson 8 (Warmer) Spelling Game. The
teacher writes a job on the whiteboard and they must spell it.
Lesson 8 (Conclusion) Tell my five jobs. Students
in a circle says two jobs without repeating their classmate’s jobs.
Lesson 9 PASSWORD.
A-
Lesson
1 (Warmer) Choose your rule. Students choose their favourite rule, pupils must pay
attention to how well the rule is being followed.
Lesson
1 (Activity 2) Which superhero are you?
If you want to be a SUPERHERO...
Lesson
1 (Conclusion) Students listen to some scary sound such screams, door
slam…and they discover that Halloween takes place in the next Lesson.
Lesson 2 (Warmer). Spooky Spooky. Learners dance and sing the Spooky song.
Lesson
2 (Activity) Halloween Escape Room. Once students have passed a station, they get a clue,
when they finish all the stations, they get the place where the key to get out
of the room is hidden. Secondary students help us, two secondary students per
station to guide our pupils.
Lesson
2 (Conclusion) Halloween Quotes. Children write some their favourite quote on a piece
of paper to remember the activity. Smile Its Pumpkin Day!!
Lesson 2 (Warmer) King or Queen of the silent. Teacher chooses the student who is in silent, this pupil is the responsible of the silent, once the lesson has finished, this student chooses another to be the queen or king of the silent for the next lesson.
Lesson 2 (Act 1). World Television Day. 1. Television New Broadcast. In groups, students televise an event that is happening, i.e.: someone needs help, a superhero girl solve the problem (template provided)
Lesson 2 (Act. 2). Voki. Pupils record this event using Chromebook. Teacher creates a video with all their works, they watch it.
Lesson 3 (Warmer). Limitations
Lesson 3 (Act 1)Taboo. In groups, learners play this game (try to discover the superhero character but without saying the words that are written on the paper)
Lesson 3 (Act.2) Board Game Superheroes Descriptions. Group Work, students play this boardgame which consists of describing the superhero picture each time they fall into the box.
Lesson 4 (Conclusion). Jeopardy Phoneme.
Lesson 5 (Warmer): Sentence Cubes. Students
throw the dice with contain some images, as we are learning Going to, they have
to create phrases with contain these pictures.
Lesson 6 (Warmer): Spelling Game. Teacher writes a word on the blackboard for example (SUPERHERO)
and students try to create as many words as possible from those letters. For
example: sentence, unique, pear, excellent…
Lesson 6 (Act 1) Women’s inventors. Choose a woman from the book: Great Women Who Worked Wonder, look for information about her. (template), use Chatterpix to summarise the information.
Lesson 6 (Act. 2) Crazy Spin. In groups, pupils make up sentences by using inventors, inventions and time. Template is provided, they mut build it to play.
Lesson 6 (Conclusion): Match. To review all the lesson, students must match each women's image with her invention.
Lesson 7 (Warmer): Clusters. Play
music and students walk, skip, hop… When music stops, teacher say a number from
1-8 and students get together following the number that the teacher has said.
Lesson 7 (Act 1). Speaking Record Time Project. Quiz Show. Five groups, teacher prepares twenty-five questions about the contents seen in this unit. Teacher numbers the groups, they ask following the order. Students have ten cards per group (potions and spells) they can use them. At the end of the session, the group that has been talking in English the most will get more clues to find the hidden character, get ten points for Class Dojo.
Lesson 7 (Conclusion): What's next? Teacher displays these women and they must guess what they have in common.
Lesson 8 (Warmer) Super Potato. Teacher says a sound they have already learned, and
students must say a word, each time they say a correct word, teacher gives them
a part of potato´s face, the first team who finishes the Super Potato is the
winner.
Lesson 8 (Act 1). National Inventor’s Day 1. Watch Out. Write down the inventions you have watched, choose one and make a list with all the steps you need to design it.
Lesson 8 (Act. 2) Choose an Invention. Choose an invention Chromebooks, look for information (inventor, date, etc.).
Lesson 8 (Conclusion): Elevator Pitch. The speaker of each group has 20 seconds to describe
how to create a superhero alarm.
Lesson 9 (Warmer) Find the differences. The first group who find the five differences get
points for Class Dojo.
Lesson 9 (Conclusion) Favourite Thing. Before you leave the classroom write on a piece of paper the best thing of this Unit, then put it on a box.
Lesson 1 (Warmer) Big Ball Circle. In a circle, students throw a soft ball to another classmate to establish turn taking. They ask and answer about their favourite advertisements (about brands, ideas, books...).
Lesson 1 (Act 1.). Advertisement Time. Students watch this advertisement |Cute Commercial… (Youtube, Reading inspire kids) and discuss the meaning of this video. Write your ideas down. Groups of five.
Lesson 1 (Act.2). Advertising Mural. Pupils create their own advertisement (slogan and logo) to publicise the power of reading (open activity
Lesson 1 (Conclusion): Exit Pass. Student must answer in writing questions about the learning before being allowed to leave the classroom.
Lesson 3 (Conclusion): Match. Match each superhero with its symbol.
Lesson 4 (Warmer): Odd one out. List of words that contain one of the phonemes we have learned, one is wrong, students must guess which one is the wrong one.
Lesson 4. Grammar Project. Has/she got...?.
Lesson 4 (Act. 1). Guess who. Students have superheroes flashcards, working in pairs, one pupil asks to another: Has/she got...?, the classmate answers: yes/no she/he has/hasn't...
Lesson 4 (Act.2 ). Super Domino. In groups of five, try to build the domino before the rest of your classmates.
Lesson 4 (Conclusion): Jeopardy Phoneme.
Lesson 5 (Warmer): Scavenger Hunt. Box full of sand, students in groups must find all the phonemes they have learned. Phonemes: /tʃ/, /dʒ/, /ʒ/.
Lesson 5. Act 1. Speaking Record Time. Quiz Show. Groups, teacher hands out questions related to the contents seen. Teacher numbers the groups, they ask following the order. Pupils have ten cards per group. When one group gets five points, the game finishes, the winner is the group who has more minutes talking, more clues.
Lesson 5 (Conclusion): Memory Phoneme. Flashcards with the previous words. All the flashcards on the blackboard, students close their eyes, teacher takes away one flashcard, students remember the order of the flashcard, takes away another, another… the blackboard is empty, but pupils must remember the order of the flashcards.
Lesson 6 (Warmer). Fact or fiction. One person tells a short story about themselves or someone they know or heard about. It can be a true story, or something made up.
Lesson 6. Act 1. Define your superhero symbol. Students create their own superhero symbol which represents them, learners explain it in groups. Individual Work.
Lesson 6. Act. 2. Make a superhero symbol. Following the language assistance’s steps, students make a superhero symbol by using DIY materials.
Lesson 6 (Conclusion): Superhero DC. Students create their own superhero using this website:
Lesson 7 (Warmer) Thanksgiving Poem.
Lesson 7 (Act. 1).The Journal. Groups, read the descriptions that appear on this book about spidermans.
Lesson 7 (Act 2) Describe your superhero. Students develop the guideline they must follow in the Final Task. The superhero description must contain superhero´s name, age, country, appearance, his/her clothes, superpowers, symbol, enemies and limitations.
Lesson 7 (Conclusion): Just Dance. Teacher choose two students (those who have the highest points in Class Dojo), they should dance and their classmates must follow them.
Lesson 8 (Warmer): Buzzed Invitation. Teacher reads an invitation and students must complete in groups (make them up) the words that they cannot listen to because the teacher is pushing the buzzer.
Lesson 8 (Activity 1). Card Invitation. Students write and design different invitations to assist to Cat Model, teacher provides a template and students use a website to make the invitations. Once students have done the invitations, learners should create a motivate sentence to deliver all these invitations around the school.
Lesson 8 (Conclusion): Invitation Chant. Students create a chant to deliver the invitation card, something like: If you want to assist to Cat Model event you should take this invitation. Each group creates his own chant.
Lesson 9 (Warmer). Statues. Children start modelling, but when the teacher says statue they have to choose a position and stop.
Final Task: Catwalk. Students interpret three roles: two speakers, two model and one judge (each group). Models parade while the speakers explain the costume, symbol and so on. At the same time, judges write all the information down and they decide the score they deserve. Prizes prepared for the best costume.
Lesson 9 (Conclusion). Postcard. Students are given an index card and they write a postcard to their parents explaining the cat model.
At the end of this Project, they will get this certificate.