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...
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.


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