This presentation is the final product DVD "Quiz” made by all partners in project. Students prepares the cards of questions and answers about partner countries. Responsible of final product: Kalvarijos Gimnazija, Kalvarija, Lithuania.
1. Comenius multilateral partnership
2012-2014
European Multiguide
Comenius Quiz
This project has been funded with support from the European Commission.
This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made
of the information contained therein.
http://ec.europa.eu/dgs/education_culture/publ/graphics/beneficiaries_all.pdf
2. INSTRUCTIONS OF THE
GAME
Topic area: Geographical, cultural and historical
knowledge about partnership countries.
The object of the game is to find as many matching
pairs as possible.
Vocabulary focus: Countries, languages, landmarks,
flowers, colours.
Structures: Special questions.
Comenius
Quiz
3. Responsible country – Lithuania.
Released by:
- English teachers of Kalvarija Gymnasium Giedrė
Guzavičienė, Aida Širvinskaitė, Ingrida Adaškevičienė;
- students of Kalvarija gymnasium of 6th grade Rugilė
Rėkutė, Mėta Sinkevičiūtė, Deivita Miravinskaitė, Lukas
Statkevičius, Solveiga Vilbikaitė, Arina Zubrickaitė,
Aivaras Ramanauskas, Aivara Šitkauskaitė, Rugilė
Puniškytė.
4. PROCEDURE:
GAME 1
• Divide the students into groups of three or four.
• Pre-teach key lexical items if they do not know.
• Give each group a set of questions and answers.
• Ask them to shuffle the cards together and deal out the cards: four per
player. The rest should be placed face down in the middle of the table.
• To do this they should first look at the cards and discard any matching pairs.
Then player 1 should ask his group whether they have any matching cards.
• If the other player has the card he must give it to Player 1 who can match it
up and dicard the pair. If he/she does not have the pair, Player 1 must take the
top card from the pile and add it to his hand. Then it is the next player’s turn
and so on.
• At the end the winner is the player with most matching pairs.
• Divide the students into pairs and set the time limit.
• Pre-teach key lexical items if they do not know.
• Give each pair a set of questions and answers.
• Ask them to shuffle the cards together and deal out the cards: one student takes
questions and another takes questions.
• The student who has questions takes a question and reads it, while his/her partner
searches for the right answer.
• They work in pairs to match questions with the right answers.
• At the end the pair that matches most of the cards during the given time period is
the winner. What is more, the pair who had managed to match faster before the
time limit are also winners.
GAME 2
• A teacher takes a card with a
question and reads to the class.
• Students listen and give answers
without looking at the clues.
• At the end the winner is a student
who has given most of correct
answers.
GAME 3
*Other variations of the game
are also possible teachers are
free to propose theirs,
depending on students’
individual needs.