The document provides information for parents of first grade students at Coachella Valley Unified School District. It includes details about the parent portal, school supplies needed, attendance policies, California state standards, adopted curriculum, important reading and math skills for first grade, and learning games to help children at home.
This document provides summaries of 21 educational games. The games can be used to practice a variety of skills including vocabulary, conversations, time telling, and more. Some of the games involve movement like relay races, while others are more sedentary focusing on concentration and memory. Most games can be adapted to target different skills and ability levels. The games provide fun and engaging ways for students to practice and reinforce learning.
This document provides 30 phonics and word analysis games that teachers can use to engage students. The games focus on skills like sound-letter recognition, blending, spelling, and sight words. Some examples given are bingo, living words where students arrange letters to form words, and change-a-letter where students change one letter to complete a sentence. The games can be used to review a variety of phonics elements.
1000 useful words build vocabulary and literacy skills by dawn sirett (z-li...MariGiopato
This document provides information about an early reader book titled "A World of Ideas: See All There Is to Know." It includes the book's publication details, copyright information, and a note about how parents can help children get the most from the book. The book contains picture and word pages on topics like the body, family, clothing, food, toys and more. It also includes 5 simple stories. The note suggests pointing out things in the pictures, going at the child's pace, and using the pages to develop language and literacy skills.
Games can effectively support language learning in several ways. They add interest, provide context for meaningful communication, involve multiple language skills, lower anxiety, and connect to different types of intelligence. Games should be used strategically - as fillers, integrated into lessons, or for practicing and recycling language. They can be linguistic games focusing on accuracy or communicative games emphasizing information exchange. Games are commonly classified into categories like sorting, information gap, guessing, searching, matching, labeling, exchanging, board games, and role plays.
50 ways to use a blank piece of paper in the english language classroomDavid Deubelbeiss
This document provides 50 ways to use a blank piece of paper in an English language classroom. Some examples include making greeting cards, whiteboards, origami, drawings, maps, surveys, posters, games like bingo and pictionary, storytelling, journaling, timelines, and designing schedules. The blank paper allows students to be creative, communicate with each other, and practice a variety of English language skills.
This document provides summaries of 21 educational games. The games can be used to practice a variety of skills including vocabulary, conversations, time telling, and more. Some of the games involve movement like relay races, while others are more sedentary focusing on concentration and memory. Most games can be adapted to target different skills and ability levels. The games provide fun and engaging ways for students to practice and reinforce learning.
This document provides 30 phonics and word analysis games that teachers can use to engage students. The games focus on skills like sound-letter recognition, blending, spelling, and sight words. Some examples given are bingo, living words where students arrange letters to form words, and change-a-letter where students change one letter to complete a sentence. The games can be used to review a variety of phonics elements.
1000 useful words build vocabulary and literacy skills by dawn sirett (z-li...MariGiopato
This document provides information about an early reader book titled "A World of Ideas: See All There Is to Know." It includes the book's publication details, copyright information, and a note about how parents can help children get the most from the book. The book contains picture and word pages on topics like the body, family, clothing, food, toys and more. It also includes 5 simple stories. The note suggests pointing out things in the pictures, going at the child's pace, and using the pages to develop language and literacy skills.
Games can effectively support language learning in several ways. They add interest, provide context for meaningful communication, involve multiple language skills, lower anxiety, and connect to different types of intelligence. Games should be used strategically - as fillers, integrated into lessons, or for practicing and recycling language. They can be linguistic games focusing on accuracy or communicative games emphasizing information exchange. Games are commonly classified into categories like sorting, information gap, guessing, searching, matching, labeling, exchanging, board games, and role plays.
50 ways to use a blank piece of paper in the english language classroomDavid Deubelbeiss
This document provides 50 ways to use a blank piece of paper in an English language classroom. Some examples include making greeting cards, whiteboards, origami, drawings, maps, surveys, posters, games like bingo and pictionary, storytelling, journaling, timelines, and designing schedules. The blank paper allows students to be creative, communicate with each other, and practice a variety of English language skills.
This document provides instructions for several icebreaker activities to help students get to know each other:
1. Interview Rows - Students stand in rows facing partners and take turns interviewing each other.
2. Jeopardy - Students guess questions based on answers the instructor provides about themselves. Then students make their own answer sheets.
3. Class Survey - Students survey each other and present results to learn more about their classmates.
4. Find Someone Who - Students search for classmates who fit different criteria to encourage mingling and conversation.
1. The document describes several speaking activities that can be used to practice conversational English skills, such as discussing cards with expressions, playing bingo with conversational phrases, roleplaying conversations from flow charts, and playing tennis by batting questions back and forth.
2. It also presents activities like blocking games which practice responding unpredictably in conversations, games where students move between circles and interview each other, and exercises where students take turns adding to a group story.
3. The goal of these activities is to provide students with opportunities to engage in authentic conversations and to develop their ability to converse spontaneously.
This document provides descriptions and instructions for 8 writing games that can be used to practice different language functions in English class. Game 1 involves writing thank you letters for unusual birthday gifts. Game 2 has students write job applications and advertisements. Game 3 is about creating rules for random activities. Game 4 is solving riddles to identify objects. Game 5 is creating an election manifesto. Game 6 is an activity where students write pen pal letters to aliens. Game 7 is combining headlines to form news stories. Game 8 involves writing a collaborative story using randomly generated words. The games aim to make writing practice more engaging for students.
23 sets with full instructions. Also use the online prompt generators provided. Purchase on EFL Classroom to help support our costs! Thank U. https://community.eflclassroom.com/page/conversation-cards
This document provides descriptions of several warm-up activities and games that can be used in an English language classroom. Some of the activities described include having students write facts about a topic in groups, finding adjectives that correspond to the letters in their name, listing unconventional uses for a potato, guessing examples that are the "odd one out", naming items that meet certain criteria, and playing review games like SOS and vocabulary bingo using student teams. The activities are meant to be engaging ways to start class, review material, and get students interacting with each other in English.
This document provides descriptions of various classroom engagement strategies including using white boards, talking sticks, response cards, trivia games, KWHL charts, jeopardy, bingo, and more. Many involve dividing students into teams to compete in answering questions or problem solving. Technology-based strategies mentioned include using presentation apps, study apps, social media, Web 2.0 tools, and curriculum supplement apps on iPads.
This document provides instructions for 30 learning games that can be used in an English language classroom. It includes games that can be used to practice vocabulary, spelling, listening skills, speaking skills, and reviewing grammar structures. Some of the games described are Bad Fruit (a shopping vocabulary game), What's the Question? (a listening game to review question forms), and Taboo (a speaking game where students try to get their partner to guess a word without using related words). The games vary in their level from easy to difficult and provide options to make most of the games adaptable to different student ability levels.
This document provides instructions for a classroom speaking activity where students play a board game in groups. The goal is to be the first to reach the "Finish" square by rolling a die and moving that number of spaces. When a student lands on a square, they must complete a sentence prompt using vocabulary like "used to", "would", or "-ing" forms and then discuss the topic. Examples of sentence prompts include activities they did as children, food preferences, or grammar points they now understand. The teacher's notes provide guidance on setting up the game and potential follow-up discussion.
Class room activities general reg classKerry Allen
The document provides a list of non-academic games and activities that can be used in the classroom during break times or integrated into lessons. These include using magic tricks, having student talent shows, keeping an "assorted activities box" of interesting objects, various drilling techniques like catchball drilling, and games like musical chairs that reinforce vocabulary or concepts. Additional suggestions are flashcard games, roleplaying games, mind mapping, substitution tables, and blackboard races to review material in a fun, competitive way.
This document discusses using games in the language classroom. It begins by posing questions about when games should be used and how to select appropriate games. It then discusses arguments for and against using games, providing research findings on both sides. Examples of classroom language games are provided, such as board races, memory games, and Pictionary. Guidelines are given for selecting games, such as aligning them with learning objectives and assessment. The document concludes by providing sources for finding more classroom language games.
This document discusses using games in the ESL classroom. It defines games as a form of play involving rules, competition, and fun. Some key benefits of games mentioned include capturing students' attention, lowering stress, and providing opportunities for real communication practice. The document provides tips for choosing appropriate games, such as matching the game to students' language level and interests. Examples of specific games that could be used are also described, such as "Find Someone Who..." which practices asking and answering questions. Overall, the document advocates for using games in the classroom as they can motivate students and allow them to learn unconsciously through fun activities.
The document discusses using games in the classroom to improve student learning and engagement. It provides the rationale that students learn best when learning is active and hands-on. Several example games are described that involve movement, teamwork, drawing, and acting to reinforce lesson concepts in an enjoyable way. The benefits of games include maintaining student attention and motivation, while developing skills like collaboration and problem-solving.
Reading: Amazing facts, All kinds of Robots, As Big as the Sun, Listening: Bi...Mavict Obar
This document provides the weekly lesson plan for a grade 3 class from April 23-27, 2017. The plan includes daily objectives and activities focused on vocabulary, reading passages about robots and pizza, listening comprehension, speaking practice, and writing assignments. Potential problems like behavior issues and difficulty with tasks are identified along with solutions. Materials needed each day include books, worksheets, and technology. New vocabulary words are introduced and reviewed throughout the week.
This document provides details of a lesson plan for 4th grade students on distinguishing between facts and opinions. The lesson will include defining facts and opinions, providing examples for students to categorize, and having students play a game in small groups to identify facts and opinions in passages. As an assessment, students will color code a new passage with facts in one color and opinions in another. The goal is for students to understand the difference between facts and opinions and be able to identify them in persuasive writing.
Use of has and have, Irregular verbs, A Nasreddin story, Listening: Our Amaz...Mavict Obar
1) The document outlines a weekly lesson plan for a grade 3 class, covering topics like vocabulary, irregular verbs, a Nasreddin story, and the human body.
2) Each day focuses on a different topic, with warm-up, presentation, discussion, and assessment sections. Vocabulary words, stories, exercises are used.
3) Potential problems and solutions are identified, such as behavior issues, comprehension difficulties, and providing one-on-one help for struggling students. Aids and new vocabulary are also listed.
1) The lesson plan aims to teach students about how they view themselves compared to how others view them. Students will choose adjectives to describe themselves and have classmates do the same to gain different perspectives.
2) Students will read a short story called "The Centipede" and prepare 5 discussion questions about it.
3) The assignment requires students to define words from the story and use them in sentences, and prepare discussion questions about "The Centipede."
The document describes various vocabulary games and context strategies that can be used to teach vocabulary words. Some of the games described are Taboo, $20,000 Pyramid, and Concentration. Context strategies include Etch-A-Sketch where students draw a picture and write a math explanation, Good News/Bad News where students categorize what they know, and Storyboard where students describe a process using pictures and words. The document also provides resources for supporting math and language vocabulary acquisition.
This document describes several icebreaker games that can be used to help groups get to know each other better. The LINE NAME GAME involves a group lining up and taking turns doing motions and saying their names as they move down the line. BEAN SHAKE involves shaking hands and exchanging beans to see who can get rid of their beans first. MUSICAL CRABS has partners in circles moving in opposite directions when music plays and finding each other when it stops. WHO AM I? involves having names pinned to backs and asking yes/no questions to guess identities. HUMAN BINGO has participants finding others who match criteria on bingo cards. M&M GAME links candy colors to questions participants must answer. Several other games
This document discusses the characteristics and learning strategies for visual learners. Visual learners learn best when they can see things like pictures, diagrams, body language and facial expressions. They prefer sitting at the front of the classroom and using visual study materials like flashcards, movies, and graphic organizers. Effective teaching strategies for visual learners include using visual presentations, graphic notetaking, and having students visualize concepts in spelling, reading, writing and math.
CURSO DE INGLÉS ---- 1 HORA 3,90 €
clases de inglés en granollers
Cursos regulares e intensivos de lunes a sábados.
Tipos de cursos:
• De iniciación hasta nivel avanzado
• Práctica de conversación
• Inglés de negociación
• Inglés para médicos
• Inglés para el Turismo
• Preparación de exámenes ( KET, PET, FCE, EOI,CAE )
• Inglés para directivos de empresa
• Personalizados según objetivos del alumno
Características:
• Grupos reducidos,
• Método exclusivo
• Horarios flexibles
EL CURSO INCLUYE:
• Libro de gramática
• Dossier vocabulario
• Acceso al campus virtual
• Tutoría online
Se tendrá en cuenta si Usted se interesa por otros horarios, somos flexibles.
OTROS CURSOS: FRANCÉS, ESPAÑOL PARA EXTRANEJEROS, REPASO ESO
Para más información de los cursos llamar a
Tel : 93 879 23 67 / 678 60 58 03 / 676 18 97 63
Horarios
Lunes a Sábados de 7h00 am a las 22h00 pm
Email: info@aprendamosfacil.com
Web: www.aprendamosfacil.com
This document discusses flash cards, cartoons, and comics as educational tools. It defines each tool and outlines their advantages and disadvantages. Flash cards are small cards used to review lessons visually. Preparing them involves cutting paper into cards and writing content on them. Cartoons are humorous illustrations that convey subtle messages. Comics depict stories through a series of illustrated panels. Both can make lessons more lively but may also distract from learning. The document aims to help students understand and know how to use different visual aids in teaching.
Lesson about Action or Verb to be used in class.
Students can put pictures of verb to match the word in the box.
For more info: http://funhouseclass.blogspot.com
This document provides instructions for several icebreaker activities to help students get to know each other:
1. Interview Rows - Students stand in rows facing partners and take turns interviewing each other.
2. Jeopardy - Students guess questions based on answers the instructor provides about themselves. Then students make their own answer sheets.
3. Class Survey - Students survey each other and present results to learn more about their classmates.
4. Find Someone Who - Students search for classmates who fit different criteria to encourage mingling and conversation.
1. The document describes several speaking activities that can be used to practice conversational English skills, such as discussing cards with expressions, playing bingo with conversational phrases, roleplaying conversations from flow charts, and playing tennis by batting questions back and forth.
2. It also presents activities like blocking games which practice responding unpredictably in conversations, games where students move between circles and interview each other, and exercises where students take turns adding to a group story.
3. The goal of these activities is to provide students with opportunities to engage in authentic conversations and to develop their ability to converse spontaneously.
This document provides descriptions and instructions for 8 writing games that can be used to practice different language functions in English class. Game 1 involves writing thank you letters for unusual birthday gifts. Game 2 has students write job applications and advertisements. Game 3 is about creating rules for random activities. Game 4 is solving riddles to identify objects. Game 5 is creating an election manifesto. Game 6 is an activity where students write pen pal letters to aliens. Game 7 is combining headlines to form news stories. Game 8 involves writing a collaborative story using randomly generated words. The games aim to make writing practice more engaging for students.
23 sets with full instructions. Also use the online prompt generators provided. Purchase on EFL Classroom to help support our costs! Thank U. https://community.eflclassroom.com/page/conversation-cards
This document provides descriptions of several warm-up activities and games that can be used in an English language classroom. Some of the activities described include having students write facts about a topic in groups, finding adjectives that correspond to the letters in their name, listing unconventional uses for a potato, guessing examples that are the "odd one out", naming items that meet certain criteria, and playing review games like SOS and vocabulary bingo using student teams. The activities are meant to be engaging ways to start class, review material, and get students interacting with each other in English.
This document provides descriptions of various classroom engagement strategies including using white boards, talking sticks, response cards, trivia games, KWHL charts, jeopardy, bingo, and more. Many involve dividing students into teams to compete in answering questions or problem solving. Technology-based strategies mentioned include using presentation apps, study apps, social media, Web 2.0 tools, and curriculum supplement apps on iPads.
This document provides instructions for 30 learning games that can be used in an English language classroom. It includes games that can be used to practice vocabulary, spelling, listening skills, speaking skills, and reviewing grammar structures. Some of the games described are Bad Fruit (a shopping vocabulary game), What's the Question? (a listening game to review question forms), and Taboo (a speaking game where students try to get their partner to guess a word without using related words). The games vary in their level from easy to difficult and provide options to make most of the games adaptable to different student ability levels.
This document provides instructions for a classroom speaking activity where students play a board game in groups. The goal is to be the first to reach the "Finish" square by rolling a die and moving that number of spaces. When a student lands on a square, they must complete a sentence prompt using vocabulary like "used to", "would", or "-ing" forms and then discuss the topic. Examples of sentence prompts include activities they did as children, food preferences, or grammar points they now understand. The teacher's notes provide guidance on setting up the game and potential follow-up discussion.
Class room activities general reg classKerry Allen
The document provides a list of non-academic games and activities that can be used in the classroom during break times or integrated into lessons. These include using magic tricks, having student talent shows, keeping an "assorted activities box" of interesting objects, various drilling techniques like catchball drilling, and games like musical chairs that reinforce vocabulary or concepts. Additional suggestions are flashcard games, roleplaying games, mind mapping, substitution tables, and blackboard races to review material in a fun, competitive way.
This document discusses using games in the language classroom. It begins by posing questions about when games should be used and how to select appropriate games. It then discusses arguments for and against using games, providing research findings on both sides. Examples of classroom language games are provided, such as board races, memory games, and Pictionary. Guidelines are given for selecting games, such as aligning them with learning objectives and assessment. The document concludes by providing sources for finding more classroom language games.
This document discusses using games in the ESL classroom. It defines games as a form of play involving rules, competition, and fun. Some key benefits of games mentioned include capturing students' attention, lowering stress, and providing opportunities for real communication practice. The document provides tips for choosing appropriate games, such as matching the game to students' language level and interests. Examples of specific games that could be used are also described, such as "Find Someone Who..." which practices asking and answering questions. Overall, the document advocates for using games in the classroom as they can motivate students and allow them to learn unconsciously through fun activities.
The document discusses using games in the classroom to improve student learning and engagement. It provides the rationale that students learn best when learning is active and hands-on. Several example games are described that involve movement, teamwork, drawing, and acting to reinforce lesson concepts in an enjoyable way. The benefits of games include maintaining student attention and motivation, while developing skills like collaboration and problem-solving.
Reading: Amazing facts, All kinds of Robots, As Big as the Sun, Listening: Bi...Mavict Obar
This document provides the weekly lesson plan for a grade 3 class from April 23-27, 2017. The plan includes daily objectives and activities focused on vocabulary, reading passages about robots and pizza, listening comprehension, speaking practice, and writing assignments. Potential problems like behavior issues and difficulty with tasks are identified along with solutions. Materials needed each day include books, worksheets, and technology. New vocabulary words are introduced and reviewed throughout the week.
This document provides details of a lesson plan for 4th grade students on distinguishing between facts and opinions. The lesson will include defining facts and opinions, providing examples for students to categorize, and having students play a game in small groups to identify facts and opinions in passages. As an assessment, students will color code a new passage with facts in one color and opinions in another. The goal is for students to understand the difference between facts and opinions and be able to identify them in persuasive writing.
Use of has and have, Irregular verbs, A Nasreddin story, Listening: Our Amaz...Mavict Obar
1) The document outlines a weekly lesson plan for a grade 3 class, covering topics like vocabulary, irregular verbs, a Nasreddin story, and the human body.
2) Each day focuses on a different topic, with warm-up, presentation, discussion, and assessment sections. Vocabulary words, stories, exercises are used.
3) Potential problems and solutions are identified, such as behavior issues, comprehension difficulties, and providing one-on-one help for struggling students. Aids and new vocabulary are also listed.
1) The lesson plan aims to teach students about how they view themselves compared to how others view them. Students will choose adjectives to describe themselves and have classmates do the same to gain different perspectives.
2) Students will read a short story called "The Centipede" and prepare 5 discussion questions about it.
3) The assignment requires students to define words from the story and use them in sentences, and prepare discussion questions about "The Centipede."
The document describes various vocabulary games and context strategies that can be used to teach vocabulary words. Some of the games described are Taboo, $20,000 Pyramid, and Concentration. Context strategies include Etch-A-Sketch where students draw a picture and write a math explanation, Good News/Bad News where students categorize what they know, and Storyboard where students describe a process using pictures and words. The document also provides resources for supporting math and language vocabulary acquisition.
This document describes several icebreaker games that can be used to help groups get to know each other better. The LINE NAME GAME involves a group lining up and taking turns doing motions and saying their names as they move down the line. BEAN SHAKE involves shaking hands and exchanging beans to see who can get rid of their beans first. MUSICAL CRABS has partners in circles moving in opposite directions when music plays and finding each other when it stops. WHO AM I? involves having names pinned to backs and asking yes/no questions to guess identities. HUMAN BINGO has participants finding others who match criteria on bingo cards. M&M GAME links candy colors to questions participants must answer. Several other games
This document discusses the characteristics and learning strategies for visual learners. Visual learners learn best when they can see things like pictures, diagrams, body language and facial expressions. They prefer sitting at the front of the classroom and using visual study materials like flashcards, movies, and graphic organizers. Effective teaching strategies for visual learners include using visual presentations, graphic notetaking, and having students visualize concepts in spelling, reading, writing and math.
CURSO DE INGLÉS ---- 1 HORA 3,90 €
clases de inglés en granollers
Cursos regulares e intensivos de lunes a sábados.
Tipos de cursos:
• De iniciación hasta nivel avanzado
• Práctica de conversación
• Inglés de negociación
• Inglés para médicos
• Inglés para el Turismo
• Preparación de exámenes ( KET, PET, FCE, EOI,CAE )
• Inglés para directivos de empresa
• Personalizados según objetivos del alumno
Características:
• Grupos reducidos,
• Método exclusivo
• Horarios flexibles
EL CURSO INCLUYE:
• Libro de gramática
• Dossier vocabulario
• Acceso al campus virtual
• Tutoría online
Se tendrá en cuenta si Usted se interesa por otros horarios, somos flexibles.
OTROS CURSOS: FRANCÉS, ESPAÑOL PARA EXTRANEJEROS, REPASO ESO
Para más información de los cursos llamar a
Tel : 93 879 23 67 / 678 60 58 03 / 676 18 97 63
Horarios
Lunes a Sábados de 7h00 am a las 22h00 pm
Email: info@aprendamosfacil.com
Web: www.aprendamosfacil.com
This document discusses flash cards, cartoons, and comics as educational tools. It defines each tool and outlines their advantages and disadvantages. Flash cards are small cards used to review lessons visually. Preparing them involves cutting paper into cards and writing content on them. Cartoons are humorous illustrations that convey subtle messages. Comics depict stories through a series of illustrated panels. Both can make lessons more lively but may also distract from learning. The document aims to help students understand and know how to use different visual aids in teaching.
Lesson about Action or Verb to be used in class.
Students can put pictures of verb to match the word in the box.
For more info: http://funhouseclass.blogspot.com
The document contains a list of verbs and their definitions. Each verb is listed on its own line with the website "www.HaveFunTeaching.com" and the title "Verbs Flash Cards" appearing periodically throughout. The list appears to be flash cards for teaching verbs.
The class will be divided into two groups with two representatives from each group collecting letters from the board to solve riddles. Students must collect eight letters to form a hidden word. After collecting all the letters, they must arrange them to reveal the word. The document then provides instructions on how to play the word game Scrabble, including forming words, scoring points, and ending the game.
This document describes the board game Scrabble. It explains that Scrabble was invented in the 1930s and involves forming words on a board using letter tiles of different point values. Players take turns drawing 7 letters to spell words horizontally or vertically connected to other played words, aiming to make words that utilize high-scoring letter spaces and combinations for the highest turn score.
This document provides instructions for three activities to practice irregular past verb forms:
1) An odd man out card game where students match verb pairs and are eliminated with an extra card.
2) A board game where students roll dice, say the past form of the verb on their space, and make sentences with learned verbs.
3) A past tense chain game where students continue a chain by providing a new verb starting with the last letter of the previous verb given.
The document outlines a presentation on effective vocabulary activities and games. It discusses Robert Marzano's 6-step process for teaching new vocabulary terms which includes providing definitions, having students restate in their own words, creating representations, adding to term notebooks, discussing terms, and playing vocabulary games. Several vocabulary games are then described in detail that teachers can use to reinforce lessons, including charades, category creation, word harvest, opposites attract, and more. The objectives are to learn Marzano's process, discuss current teaching methods, practice sample activities, and implement 1-3 new activities in the upcoming school year.
Games should be used to introduce new materials, reinforce learning through repetition, and strengthen skills like vocabulary. They work best when selected based on student age and ability, use the target language, last 10-15 minutes, involve all students, and have clear rules demonstrated through examples. Games are meant to be an integral part of language teaching, focusing on functional language and targeted vocabulary, rather than only occasional activities. Memory games in particular can reinforce vocabulary through matching cards while being engaging for students of various ages and abilities when played in a structured way with turns.
Mandarin immersion teachers have a big job, especially in the early grades. Building strong vocabulary and understanding of language while ensuring content knowledge mastery can seem daunting. How do you engage students in rigorous Mandarin literacy development? How do you maximize production in your classroom? Teachers from VIF International Education’s Splash Mandarin immersion programs in North Carolina will share the literacy model used for daily word study and guided reading and writing, as well as their strategies for maximizing simultaneous participation. Through practice of hands-on literacy activities used in these classrooms participants will take away literacy games and strategies to use immediately with their students. Participants will learn how to use a curriculum map and fun, daily literacy rotations for strong academic vocabulary and reading development.
Speaker
Jim Chiang teaches in the Splash Mandarin Immersion Program at New Century International Elementary School (NCIES), a Title I, public school in Fayetteville, North Carolina.
Vicky Kim is a HUGE advocate for innovative, inclusive and effective learning, which is why she loves dual language immersion education. As a Director at VIF International Education, a North Carolina based organization, Vicky has worked closely with districts, schools, teachers and parents to implement and develop over 50 Splash dual language programs. Before joining VIF, Vicky taught K-8 ESL and developed family literacy programs for dual language communities.
Pei-Ying Wu is a doctoral student of Early Childhood, Special Education, and Literacy at the University of North Carolina at Chapel Hill. She received her Master’s Degree in Teaching, Learning, and Curriculum from the University of Pennsylvania and had years of cross-national and cross-age teaching experiences. She is currently writing her dissertation on cultural models of teaching in contexts of heightened globalization. Over the last two years, Pei-Ying has worked closely with Mandarin Immersion Program teachers in North Carolina public schools to provide instructional support.
How to use games in the Chinese classroomShaz Lawrence
This document provides guidance and suggestions for using games in the Chinese language classroom. It discusses how games can lower students' anxiety and increase participation and motivation. It recommends that games have clear objectives, rules, and ways to score points. Suggestions are given for group sizes, turn-taking, and providing support materials. Seventeen specific game ideas are then described in detail, covering activities like Jeopardy, Pictionary-style drawing games, and games using flashcards to practice vocabulary and sentences.
This document describes various games to help students practice different aspects of pronunciation, including games focused on the International Phonetic Alphabet (IPA), word endings, word stress, blending, rhythm, reductions, and intonation. The games include card games like Go Fish and Connect Four using IPA symbols, as well as other activities using songs, roleplays, and physical movement to highlight pronunciation patterns. The goals are to help students learn phonetic symbols, distinguish different sounds, identify stress and intonation patterns, and improve their production of connected speech features.
English for Child Care: Language Skills for Parents and ProvidersMarsha J. Chan
English for Child Care is a comprehensive text designed to meet the language requirements of adults who care for children. The book consists of three sections: Getting Started, Health and Safety, and Ages and Stages. The book provides practice for high-beginning to low-intermediate language learners in the integrated skills of reading, writing, listening, speaking, pronunciation, vocabulary, and grammar. The program can be used as the core resource in a language development class for child providers, as well as individual training program for English-learning nannies, babysitters, au pairs, parents and grandparents.
The document provides easy ways to review vocabulary through word walls and games. Word walls can display vocabulary from different units. Games for review include true or false with flashcards, an information gap activity where students complete worksheets by talking to partners, noughts and crosses played in teams to review vocabulary, bingo, hangman, guessing pictures from drawings, miming actions for others to guess, Simon Says with vocabulary prompts, and a memory game where students flip cards to find word-picture matches.
The document discusses 10 board games that can be used by EFL teachers in the classroom to make language learning more engaging. Some of the games described include hot seat/back to the board where students define words written on the board without looking, hangman using words, phrases or phonemic symbols, countdown where students make words from random letters, and bingo using recently learned vocabulary words. Other games include board races for spelling practice, pictionary to draw vocabulary words, blockbusters and word/sentence jumbles to practice rearranging letters and grammar. The document advocates for using games to promote student interaction and autonomy.
Scrabble is an internationally popular word game played by 2-4 players on a board divided into a 15x15 grid. Players score points by placing letter tiles to form words, with higher scoring letters and premium squares that double or triple scores. The game was invented in the 1930s and commercialized in the 1940s, using letter frequencies to determine point values. It improves vocabulary, analytical skills, and math ability through strategic word placement and calculating scores.
Scrabble is a word game where players score points by placing tiles onto a game board to form words. It was created in 1931 by Alfred Butts, who studied letter frequencies to determine the number of each letter tile. There are 100 tiles total, including two blank tiles. Players take turns drawing tiles and adding them to the board to form new words crosswise or downward. The game aims to improve vocabulary and strategy skills and is enjoyed by families and friends.
Scrabble is a word game played on a 15x15 grid board with 100 letter tiles. Players score points by placing tiles to form words. The game was invented in 1931 and later sold to James Brunot who renamed it Scrabble. Players take turns drawing 7 tiles to add to existing words on the board or form new words using various strategies like playing through letters, hooking, or parallel plays.
This document discusses game literacy and provides information about various games that can be used for learning. It begins by listing common children's games like hopscotch, bingo, and monopoly. It then focuses on providing details about the hopscotch game, including how to play, its aims in developing skills, and potential applications in education. Rules and strategies for other games like Uno and Monopoly are also outlined. Overall, the document explores how games can engage students and promote skills like concentration, memory, and social interaction in a fun, interactive way.
The document provides a list of activities and ideas that can be used for modern foreign language (MFL) lessons. It includes activities that develop different skills like reading, numeracy, listening, speaking, writing, and using ICT tools and dictionaries. Some specific activity ideas mentioned are "Sit 'n' Spin", "Trapdoor", "Darts", using adjectives for homework, creative writing descriptions, "Guess Who", challenge capsules, guessing songs, number flashcards, question chairs, guessing words, and having a phrase of the week. The document also includes some example materials for activities like color words, a mini dialogue, sentence completion, and a fill-in-the-blank paragraph using dice.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
2. Agenda
• We will be going over some general
information here.
• Then you can go to your child’s
classroom for some more specific
information presented by their teacher.
3. Parent Portal
• http://www.coachella.k12.ca.us/
• Select parent portal under the
parents/students drop down menu.
• Get your password from the office
• Please regularly monitor your
child’s progress on parent portal.
5. Backpacks
• Please send your child to school
with a backpack.
• Please label everything your child
brings to school (backpack,
sweater, and/or lunch box) with
their name, so that if it is lost it
can be returned to them.
6. Toys
• Please do not allow your
child to bring toys to school.
• They may bring sporting
equipment like balls and
jump ropes to play with on
the playground.
7. Tardiness & Absences
• School starts at 8:05 A.M.
• If your child is not in the classroom by
8:05 A.M. , please check in at the
school office before coming to class.
• If your child feels ill do not send
him/her to school
• If your child is absent please call the
office (775-6888) or send in a note the
next day.
8. California State Standards
• The California state standards
can be found online at
http://www.cde.ca.gov/be/st/ss/
• You can also type in California
First Grade content standards in
any search engine to find the
California grade 1 Standards.
9. C.V.U.S.D.’s Adopted Curriculum
• Language Arts
• Houghton Mifflin
• Math
• enVision Math
Scott Foresman * Addison Wesley
• English Language Development (E.L.D.)
• Elements of Vocabulary
• Writing
• Write From the Beginning
10. Important First Grade Reading
Skills Your Child Needs to Learn
• Your child needs to learn…..
• How to blend sounds to read and
write multi syllable words.
• 225 first grade high frequency
words
• Fluently read 60 words per minute
11. Math
• Your child needs to
learn…..
• Addition and subtraction
facts to 20.
• Read, write, recognize and
count number to 100.
12. Writing
• Your child needs to learn…..
• How to use phonetic sounds to
spell and how to spell high
frequency words
• They must include a character, a
setting, and an event in their writing
• To write three sentences related to
a given writing prompt.
13. What You Can Do To
Help Your Child at Home
• Read to your child daily.
• Help your child to learn the
numbers and high frequency
words by playing learning
games with them daily.
• Assist them with their
homework.
14. Learning Games
• A variety of games can be used to
help your first grader learn to read
fluently.
• Sight Word Games
• Spelling Games
• Homophone Games
14
15. Language Arts Standards
First Grade
• R 1.11
• Read common, irregular sight
words [e.g., the, have, said, come,
give, of].
• R 1.16
• Read aloud with fluency in a
manner that sounds like natural
speech.
15
18. Connect Four
1. Make a Connect Four game board.
2. Write a sight word in each square.
3. The first player reads a word aloud and then uses it
in a sentence correctly. If the word was read correctly
the player may mark the square with their color tiles.
4. The second player reads a word aloud and then uses
it in a sentence correctly. If the word was read
correctly the player may put one of their color tiles on
the square.
5. The game continues until a player gets four in a row.
18
19. Tic-Tac-Toe
1. Make a tic-tac-toe game board.
2. Write a sight word in each square
3. The first player reads a word aloud and then uses the word
correctly in a sentence. If the word was read correctly the
player may mark the square with an x.
4. The second player reads a word aloud and then uses it in a
sentence correctly. If the word was read correctly the player
may put an o on the square.
5. The game continues until one player gets three in a row.
19
20. Bingo
1. Make a sight word bingo game board for each player.
2. Each player then writes a sight word in each square.
3. Write each sight word on a flash card.
4. Place flash cards face down in a stack.
5. Have the student pick up the top flash card and read
the word aloud.
6. Then the student uses the word in a sentence.
7. Players place a tile over the given word.
8. The first player to get five in a row (Bingo) is the
winner.
20
21. Memory
1. Make two sets of sight words.
2. Mix word cards up.
3. Place all cards face down in the middle of the playing area in a
grid fashion (rows and columns).
4. Take turns selecting two cards and turning them over.
1. The words I choose are ___ and ___.
2. They are (not) a match.
5. The child collects the cards if they match.
6. If they don't match, the player must turn them back over and
play continues with the next player.
7. When a player makes a match, he or she gets to take another
turn.
8. Continue playing until all matches are made.
9. The player with the most matches wins
21
22. Go Fish
1. Make two sets of sight words.
2. Mix word cards up.
3. Five cards are dealt to each player.
4. All remaining cards are placed face down in a draw pile.
5. On your turn, ask a player for a specific word card. For example: "Barb, do you
have the word where?"
6. If the player you ask has the card you requested, he or she must give that cards
to you.
7. If you get one or more cards from the player you ask, you get another turn.
8. If the person you ask has no relevant cards, they say, "Go fish" and you then draw
the top card from the draw pile.
9. If you happen to draw the card that you asked for, show it to the other players and
you get another turn. However, if you draw a card that you did not ask for, it
becomes the next player's turn. The "next player" is the one who said "Go fish."
10. Go Fish continues until either someone has no cards left in their hand or the draw
pile runs out.
11. The winner is the player who then has the most sets.
22
23. Word Race
1. Make sight-word flashcards.
2. Place sight-word flashcards around the
room on the floor.
3. Say a word aloud.
4. Have the children race to stand by the
word and read it aloud.
5. Repeat step 3 and 4, having children run
from one word to the next word.
23
24. Hide-and-Seek
1. Make sight word flash cards.
2. Hide sight-word flash cards around a
room.
3. Challenge the child to find and read
all of the words as fast as they can.
24
25. Sorry
1. Make sight word flash cards.
2. Write “sorry” on a few cards.
3. Put all cards in a bag or can.
4. Players take turns drawing a card, reading the word,
and using the word in a sentence.
5. If a player reads a word and uses it in a sentence
correctly he or she may keep it.
6. Pass the bag or can to the next person even if they
get it right.
7. If a player draws a SORRY card, they must return all
of their cards to the bag or can.
8. At the end of the game the person with the most cards
wins.
25
26. Super Words
1. Make sight word flash cards.
2. Assign each word a point value (1, 2, 3)
based on difficulty.
3. The first player draws a card.
4. The player must read the word and use it
correctly in a sentence.
5. If players get the words correct, they get that
number of points.
6. At the end of the game, the player with the
most points wins.
26
27. Hangman
• Use sight words to play hangman.
• This will help your child with their
spelling skills
27
28. Mystery Word
• Choose a spelling word.
• Give your child spelling clues.
• I am thinking of a word that is __ letters long.
• I am thinking of a word that starts with the letter __.
• I am thinking of a word that ends with the letter __.
• After each clue the child may make on guess.
• Is your word ___.
• When your child guesses the correct word, he or she
must also spell it correctly to win.
28
29. Spelling Turns
• Write spelling words and flashcards.
• Place the spelling flashcards in the center of a table face down.
• A player picks up a card, reads the spelling word, and spells the
first letter of the word.
• The player to the right is the second player. The second student
spells the second letter.
• Play moves to the right or clockwise.
• The third student spells the third letter, and so on until the word is
spelled.
• The player who spells the last letter or the word, says the word
and wins.
• Player 1: Cat. C
• Player 2: A
• Player 3: T, cat!
29
30. Spelling Squares
1. Draw a Tic-Tac-Toe board on a whiteboard or piece of paper.
2. Write spelling words on flashcards.
3. Lay the spelling cards in a pile.
4. The first player draws a card from the deck and reads the word
to the second player.
5. The second player must spell the word correctly. If he/she
does, then he/she puts an X in the space of his/her choice on
the Tic-Tac-Toe spelling game board.
6. If the second player reads the word incorrectly he/she losses
their turn and does not make a mark on the board. The first
player says, “Good try! The correct spelling is…”
7. Play continues until one player gets three in a row.
30
31. Spelling Scramble
1. Choose a word from the spelling word
list.
2. Write the word with the letters
scrambled.
3. Challenge your child to figure out the
scrambled word as fast as he/she
can.
31
32. Please proceed to your
child’s classroom
The teacher will provide you
with more information, pass out
math homework books, and
answer your questions.
33. Please proceed to your
child’s classroom
• Mrs. Henderson – room 301
• Miss Budd – room 303
• Mrs. Rushlow – room 304
• Ms. Rodriguez – room 305
Thank you for coming!