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.
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.

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