martes, 28 de junio de 2022

GAMIFICATION

 

ROLES




"Superheroes". Unit 1

 International Superheroes


Lesson 1 (Warmer) Class Class- Yes yes. It's a kind of warm up in which children have to say yes yes when the teacher says Class-Class. You can introduce lots of variations of voice, speed, etc. 



Lesson 1 (Activity 1). The mysterious picture. Pictures are hidden in the classroom. Find the photo and guess the theme of this unit. Groups of five, one member is the searcher, the rest, lead the pupil by giving instructions. Describe the superhero and guess other superheroes’ teams




Lesson 1 (Activity 2). Take a look. Students watch a video |Superheroes & Superpowers |Wiki for Kids at Cool School| (Youtube) and write the main ideas, then, they discuss them.

Lesson 1 (Conclusion) The secret envelope. Teacher chooses one learner, this pupil has a secret envelope with a superhero picture inside, this student must describe him/her and the rest should guess it.

Lesson 2 (Warmer) Super Powers The helper of the day says whispering a super power to another classmate, this pupil has to imitate it while the rest of students try to guess it. 

Lesson 2 (Activity 1) 1. Comic time. Read a comic where superheroes talk about theirs powers and answer some questions.



Lesson 2 (Activity 2). Rewrite the story. Using the template, write a different story. Groups of five (open- ended activity). 


COMIC TEMPLATE

Lesson 2 (Conclusion) Two words Children must summarise the lesson in two words; teacher picks up all the words and put them together in WordArt. 

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…)


Grammar project. Lesson 1 (Activity 1). What’s on my back? Groups of five, one member has a superhero flashcard on the back, the pupil asks: can she/he…? the rest answer yes/no she/he can/can’t, the student identifies the superhero. 



Lesson 3 (Activity 2) Board Game. In groups, students play the board game abilities following the rules.


Lesson 3 (Conclusion) Challenge song Using the typical superheroes songs, children must match the superhero with the song.

Lesson 4 (Activity 1). Guess the theme. Watch |Name That Disney Villain with the Cast of Descendants 2| (Youtube) and write down the villains names.  


Lesson 4 (Activity 2). Who is the robber? In pairs, students try to discover who is the robber by following the given information.


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.

Lesson 5 (Warmer) Picture. Teacher shows them this picture to make them think if this action could turn them into superheroes.
   
Lesson 5 (Activity 1). Spinner race. Spin the spinner and write as many good actions as you can before the spinner finishes.

Lesson 5 (Activity 2). Good and bad actions. Are you a hero or a villain? Work in pairs (guessing game).

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 (Activity 3). Write on my back. Circle shape, write good actions on your classmates’ back, when music stops change the partner. Whole Class. Fulfil the actions written on your back during the project. 

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 (Activity 1). Directions Rap Song. Listen to this song: Ask and give directions | English Through Music Directions vocabulary.  



Lesson 6 (Activity 2). Superhero Map. Look at the map and ask how to get from one superhero world to another. Pairs. 


Lesson 6 (Activity 3). Recreate the map. Follow the instructions to create a map full of superheroes, template.
                                                                                                SUPERHERO MAP

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 (Activity 1). Speaking Record Time Project. Five groups, teacher gives them twenty-five questions about superheroes’ powers, directions and the previous structure learned. The teacher numbers the groups (number 1 should ask group number 2 and so on). When one group asks a question, the group that is asked must face up a card (advantages or disadvantages). At the end of the session, the group that has been talking in English the most will discover the hidden character and will get 10 points for Class Dojo (open activity).





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 (Activity 1). Superhero reading. 
Pre-reading (TAVI). Whole Class. Superhero Image, guess the reading.   
Reading (TALO). Skimming. Write one word that defines each superhero
Scanning Find the phoneme /tʃ/. Groups of five.  
Post-reading (TASP). Role play. Every group chooses one superhero, the rest, guess it. 



Lesson 9. Final Task. Escape Room. In groups (one Chromebook/ group), pupils try to overcome some challenges where they must show their knowledge about superpowers, abilities and directions. Made with Genially.

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.


"Superheroes". Unit 2

 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

                                                                                      SONG

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.

GAME 

A-     

"Superheroes". Unit 3

 Girls can be superheroes

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...

CLICK HERE

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.

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 5 (Act.1) Grammar project. What are you going to do…? 1. Student Timetable. Learners elaborate a timetable where it appears all the activities, they realise from 9:00 a.m. to 9:00 p.m., from Monday to Sunday. Individual Work. 


Lesson 5 (Act.2) Find someone who... Students try to find the person is described on the paper. Whole Class. 

Lesson 5 (Conclusion). Exit Ticket Folder. Ask students to write their name, what they learned, and any lingering questions on a blank card or "ticket." Before they leave class, direct them to deposit their exit tickets in a folder or bin labelled either "Got It," "More Practice, Please," or "I Need Some Help!"

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.   

VIDEO

Lesson 8 (Act. 2) Choose an Invention. Choose an invention Chromebooks, look for information (inventor, date, etc.).

INVENTION

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 (Act 1). Final Task: StoryBoard App. Working in groups, create a story which contains at least six comic strips, the story must describe the daily routine of three superheroes. Use the vocabulary studied. Watch Whole Group.

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.

"Superheroes". Unit 4

 Create your own superhero


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. 

VÍDEO

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.



EXIT PASS

Lesson 2 (Warmer): 20 Questions. One person thinks of an object (person, place, or thing). Everyone takes turns asking yes/no questions until someone can guess correctly (or until 20 questions are asked). The difficult part is that you cannot ask "WH" questions!

Example: PINEAPPLE. Does it talk? No. Does it make life easier? No. Do you eat it? Yes. Is it something you would eat for dinner? No. Etc...

Lesson 2 (Act.1). Write a letter. Students write a Thanksgiving letter to say thank to someone, they can write as many cards as they want. 

Lesson 2 (Act 2). Filling the gaps. The teacher explains the main words (United States, parade, pumpkin…) of this festivity, then, in pairs, students fill a worksheet which contains the previous work.


Lesson 3 (Warmer): Symbols. Teacher provides an image which contain lots of symbols, they must guess the meaning of each one of them.


Lesson 3 (Act. 1). Thanksgiving Recipe. Group Work. Students learn how to cook a Thanksgiving dessert, then, they write the steps to cook a different one (template is provided).

                    

TEMPLATE 


Lesson 3 (Act. 2). It’s Cook Time! Students pretend to be in a cooking show, they must describe the steps they follow to recreate the Thanksgiving recipe (ICT, Chroma)

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.

DOMINO

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:

                    SUPERHERO

 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.

TEMPLATE

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.

TEMPLATE

GREETING ISLAND

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.