TASK
The Home Sweet Home game is played in groups of three students by matching the accommodation-related pictures to its correct label.
The aim of the game is to revise and consolidate vocabulary related to different types of accommodation.
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.
This document provides instructions for an intermediate-level pair activity to practice vocabulary of clothes and accessories. Students work in pairs using a game board with pictures numbered 1-6. They take turns rolling a die and writing the name of the corresponding picture. The winner is the student with the most correct labels. The activity aims to consolidate clothes and accessories vocabulary and takes 30 minutes.
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.
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 provides instructions for using educational bingo in the classroom. It can be adapted for any subject or age level by creating bingo cards with topic-related words, phrases, or problems. Teachers can have students make the cards themselves to practice writing. Playing bingo engages students in listening, speaking, reading and writing as they cover words called out. It is suggested to use bingo as a warm-up activity and to give prizes to motivate students. Teachers can also play bingo internationally through eTwinning projects.
Flash cards are a simple yet versatile teaching tool for young learners and lower level adult classes. They can be used to present, practice, and recycle vocabulary through various memory, drilling, identification, and movement activities. Teachers can buy pre-made flash cards, make their own, or have students create cards to reinforce lexical sets introduced in class. Common games include having students memorize and recall cards, play matching games in small groups, pass cards around in a circle while identifying them, and incorporate cards into movement games like Simon Says.
The document discusses using flash cards in language learning classrooms. It provides reasons for using flash cards, such as appealing to visual learners. It suggests activities for different ages and levels, such as using word cards after pictorial cards for children learning to read. A variety of game ideas are presented to help practice vocabulary with flash cards in a fun, engaging way, such as memory games, identification activities, and giving instructions incorporating movement. Methods for obtaining or creating flash cards are also outlined.
CATCH Kids Club Supplemental ActivitiesCATCH_Texas
The document provides instructions and descriptions for several large group activities and games as well as partner and small group activities and games that are designed to promote physical activity. The activities include variations on tag games, partner toss/target games involving throwing objects at targets, cooperative passing games, and games integrating physical movement with mental math or language challenges. The games are intended to be fun physical activities for groups of children.
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.
This document provides instructions for an intermediate-level pair activity to practice vocabulary of clothes and accessories. Students work in pairs using a game board with pictures numbered 1-6. They take turns rolling a die and writing the name of the corresponding picture. The winner is the student with the most correct labels. The activity aims to consolidate clothes and accessories vocabulary and takes 30 minutes.
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.
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 provides instructions for using educational bingo in the classroom. It can be adapted for any subject or age level by creating bingo cards with topic-related words, phrases, or problems. Teachers can have students make the cards themselves to practice writing. Playing bingo engages students in listening, speaking, reading and writing as they cover words called out. It is suggested to use bingo as a warm-up activity and to give prizes to motivate students. Teachers can also play bingo internationally through eTwinning projects.
Flash cards are a simple yet versatile teaching tool for young learners and lower level adult classes. They can be used to present, practice, and recycle vocabulary through various memory, drilling, identification, and movement activities. Teachers can buy pre-made flash cards, make their own, or have students create cards to reinforce lexical sets introduced in class. Common games include having students memorize and recall cards, play matching games in small groups, pass cards around in a circle while identifying them, and incorporate cards into movement games like Simon Says.
The document discusses using flash cards in language learning classrooms. It provides reasons for using flash cards, such as appealing to visual learners. It suggests activities for different ages and levels, such as using word cards after pictorial cards for children learning to read. A variety of game ideas are presented to help practice vocabulary with flash cards in a fun, engaging way, such as memory games, identification activities, and giving instructions incorporating movement. Methods for obtaining or creating flash cards are also outlined.
CATCH Kids Club Supplemental ActivitiesCATCH_Texas
The document provides instructions and descriptions for several large group activities and games as well as partner and small group activities and games that are designed to promote physical activity. The activities include variations on tag games, partner toss/target games involving throwing objects at targets, cooperative passing games, and games integrating physical movement with mental math or language challenges. The games are intended to be fun physical activities for groups of children.
Students will take a quiz based on the book "Personality Development". The quiz has three sections: reading, listening, and speaking. For the reading section, students will answer 40 multiple choice questions in 50 minutes based on the book. For the listening section, students will watch a video and then speak for 2 minutes about what they understood, which will be evaluated on presentation, language, thoughts, and recall ability. Scores will be out of 60 total marks - 40 for reading and 20 for listening and speaking. The top 3 scoring students from each school and NSS unit will be reported to the specified email addresses along with their details and scores.
Have you ever avoided games, movement, or group work for fear that your classroom would become complete pandemonium? This session provides research-based strategies for intensely engaging students in activities that will keep them focused on the content. You will leave with ideas that can be immediately used in your classroom.
Tic-Tac-Toe is a game that helps review vocabulary, spelling, or grammar structures. It is played by dividing students into two teams - X and O. A grid with numbers 1-9 is drawn on the board. Students take turns answering questions, with the first correct answer allowing that student to place their symbol on the grid. The goal is to get 3 in a row horizontally, vertically, or diagonally. When the grid is full, a new game starts. The team with the most points at the end wins.
This document summarizes a conference session on using games in the school library. It discusses the benefits of games for learning and how they align with educational standards. Several easy-to-implement games are described, including a round robin question game, a slapping card game, and a telephone/charades game to reinforce vocabulary. Variations and materials needed for each game are provided. Research supporting the educational value of play is also cited.
This document provides descriptions of 42 different classroom games that can be used to teach English vocabulary, letters, numbers, colors and other concepts to students. Many of the games involve movement, team competitions, answering questions to earn points or prizes, acting out vocabulary words, and recalling information. The games aim to make learning engaging and fun for students through an interactive, physical approach.
Proyecto interdisciplinar elaborado por:
ESTHER COLÁS VEGUÉ
ROSA DE DIEGO PONCE
NURIA FERNÁNDEZ HERNÁNDEZ
LAUREANO ESTEPA GARCÍA-BRAVO
ROSA FERNÁNDEZ ALBA
en el curso CLIL en la Universidad de Kent, Canterbury -UK- JULIO 2015
The document describes 10 math and early learning activities for young children including matching craft sticks, a chocolate chip cookie counting game, sorting crayons by color, comparing similarities and differences between students, guessing shapes in a felt bag, following spatial instructions to move a stuffed puppy, demonstrating fractions by cutting circles into parts, making patterns with colored squares, measuring items with string, and creating a graph of students' favorite donuts. All of the activities use basic, inexpensive supplies commonly found in childcare centers and are designed to be easy to set up and clean up to help with transitions during the day.
The document describes 10 math and early learning activities for young children including matching craft sticks, a chocolate chip cookie counting game, sorting crayons by color, comparing similarities and differences between students, guessing shapes in a bag by feel, following positional commands to move a stuffed puppy, demonstrating fractions by cutting circles into parts, making patterns with colored squares, measuring items with string, and creating a graph of favorite donuts. All of the activities use basic, inexpensive supplies commonly found in childcare centers and are designed to be easy to set up and clean up to help with transitions.
This document describes several training games to engage participants at a workshop. Game 1, called "Push the Wall", teaches participants to focus on issues they can influence rather than issues outside their control. Game 2, "Don't Alaap Apna Raag", demonstrates the need for standardization and working towards a common goal. Game 3, "Sky is the Limit", shows participants they can achieve more than they initially think by pushing their limits. The document provides details on setting up and playing each game to convey the intended lessons.
The document describes a running memory game that can be played in teams. It involves 14 memory cards with 7 pairs of matching shapes. The teacher divides the students into two teams. One student at a time from each team runs to where the memory cards are laid out, picks up two cards, and announces what shapes are shown. If the cards match, the student keeps them and returns to their team. If not, the cards are replaced and the next student goes. The team that collects all matching pairs first wins. The game teaches shape recognition and memory skills.
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 describes an art project for elementary school students in grades 3-6. The project involved students learning about and creating designs using 9 different types of lines and 3 line positions (horizontal, vertical, diagonal). In the pre-test, students drew designs using warm and cool crayons. In the post-test, students painted landscape compositions using fall colors, a tree, hills, and other natural elements. Students demonstrated improved understanding of art elements like line and color from pre to post-test.
This document outlines a 20-minute early childhood math lesson on patterns. The objectives are for students to describe and complete simple color patterns, develop large motor skills, interact with peers and teachers, complete tasks independently and in groups. Materials include colored balls, pens, play dough, and papers. The teacher introduces patterns by making examples with different objects. Students then practice continuing the patterns in groups by arranging colored play dough balls. Finally, students complete individual worksheets to demonstrate their understanding of patterns and self-evaluate the lesson activities.
The document discusses an English lesson where students were assigned to write postcards based on countries they visited, wanted to visit, or would visit. The students enjoyed the topic and created handmade postcards for their teacher. The teacher had the class vote for the top three postcards to win prizes. The two winners received colored sweets and shared them with their classmates and teacher.
This document describes an intermediate-level pair/group activity to practice speaking using the Chinese Checkers board game. The aim is to speculate about the present and future using second conditional grammar and revise house, travel, physical description, and newspaper vocabulary. Students play in groups of 2-6, taking turns moving pieces on the board. When a piece lands on a square with a letter, the student must answer a grammar or vocabulary question card. Correct answers allow the student to continue their turn. The teacher monitors play and helps resolve disputes.
This lesson plan is for a 5th grade class and focuses on teaching the third person singular form of the verb "like". The plan outlines introducing vocabulary like actions, objects, and foods using examples with "he" and "she". Flashcards will be used to review vocabulary and students will play a matching game. Finally, students will be split into groups to interview each other using the flashcards to practice asking if someone likes or doesn't like an item in third person singular form. The goal is for students to learn and practice using this grammar structure orally.
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.
The document contains questions about various sports and sport-related terms, asking the reader to identify sports from pictograms, state scores from matches, name locations for playing sports, identify officials and athletes, and list sports that start with certain letters. It covers a range of sports including soccer, rowing, tennis, fencing, basketball, horse racing, boxing, swimming, sailing, badminton, and beach volleyball.
This document provides instructions for an intermediate-level group activity to practice pronunciation of common vocalic sounds through a game of "Snap!". Students are divided into groups of 3-4 and take turns matching word cards to phonetic symbol cards. If the sound matches, they race to slam the table and shout "Snap!". The activity aims to revise simple vocalic sounds and pronunciation of often mispronounced words and takes approximately 15 minutes.
Student A accused Student B of plagiarizing their paper. The school held a hearing to determine if plagiarism occurred. After reviewing the evidence, it was determined that Student B had plagiarized from Student A's paper and would receive a failing grade as punishment.
Students will take a quiz based on the book "Personality Development". The quiz has three sections: reading, listening, and speaking. For the reading section, students will answer 40 multiple choice questions in 50 minutes based on the book. For the listening section, students will watch a video and then speak for 2 minutes about what they understood, which will be evaluated on presentation, language, thoughts, and recall ability. Scores will be out of 60 total marks - 40 for reading and 20 for listening and speaking. The top 3 scoring students from each school and NSS unit will be reported to the specified email addresses along with their details and scores.
Have you ever avoided games, movement, or group work for fear that your classroom would become complete pandemonium? This session provides research-based strategies for intensely engaging students in activities that will keep them focused on the content. You will leave with ideas that can be immediately used in your classroom.
Tic-Tac-Toe is a game that helps review vocabulary, spelling, or grammar structures. It is played by dividing students into two teams - X and O. A grid with numbers 1-9 is drawn on the board. Students take turns answering questions, with the first correct answer allowing that student to place their symbol on the grid. The goal is to get 3 in a row horizontally, vertically, or diagonally. When the grid is full, a new game starts. The team with the most points at the end wins.
This document summarizes a conference session on using games in the school library. It discusses the benefits of games for learning and how they align with educational standards. Several easy-to-implement games are described, including a round robin question game, a slapping card game, and a telephone/charades game to reinforce vocabulary. Variations and materials needed for each game are provided. Research supporting the educational value of play is also cited.
This document provides descriptions of 42 different classroom games that can be used to teach English vocabulary, letters, numbers, colors and other concepts to students. Many of the games involve movement, team competitions, answering questions to earn points or prizes, acting out vocabulary words, and recalling information. The games aim to make learning engaging and fun for students through an interactive, physical approach.
Proyecto interdisciplinar elaborado por:
ESTHER COLÁS VEGUÉ
ROSA DE DIEGO PONCE
NURIA FERNÁNDEZ HERNÁNDEZ
LAUREANO ESTEPA GARCÍA-BRAVO
ROSA FERNÁNDEZ ALBA
en el curso CLIL en la Universidad de Kent, Canterbury -UK- JULIO 2015
The document describes 10 math and early learning activities for young children including matching craft sticks, a chocolate chip cookie counting game, sorting crayons by color, comparing similarities and differences between students, guessing shapes in a felt bag, following spatial instructions to move a stuffed puppy, demonstrating fractions by cutting circles into parts, making patterns with colored squares, measuring items with string, and creating a graph of students' favorite donuts. All of the activities use basic, inexpensive supplies commonly found in childcare centers and are designed to be easy to set up and clean up to help with transitions during the day.
The document describes 10 math and early learning activities for young children including matching craft sticks, a chocolate chip cookie counting game, sorting crayons by color, comparing similarities and differences between students, guessing shapes in a bag by feel, following positional commands to move a stuffed puppy, demonstrating fractions by cutting circles into parts, making patterns with colored squares, measuring items with string, and creating a graph of favorite donuts. All of the activities use basic, inexpensive supplies commonly found in childcare centers and are designed to be easy to set up and clean up to help with transitions.
This document describes several training games to engage participants at a workshop. Game 1, called "Push the Wall", teaches participants to focus on issues they can influence rather than issues outside their control. Game 2, "Don't Alaap Apna Raag", demonstrates the need for standardization and working towards a common goal. Game 3, "Sky is the Limit", shows participants they can achieve more than they initially think by pushing their limits. The document provides details on setting up and playing each game to convey the intended lessons.
The document describes a running memory game that can be played in teams. It involves 14 memory cards with 7 pairs of matching shapes. The teacher divides the students into two teams. One student at a time from each team runs to where the memory cards are laid out, picks up two cards, and announces what shapes are shown. If the cards match, the student keeps them and returns to their team. If not, the cards are replaced and the next student goes. The team that collects all matching pairs first wins. The game teaches shape recognition and memory skills.
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 describes an art project for elementary school students in grades 3-6. The project involved students learning about and creating designs using 9 different types of lines and 3 line positions (horizontal, vertical, diagonal). In the pre-test, students drew designs using warm and cool crayons. In the post-test, students painted landscape compositions using fall colors, a tree, hills, and other natural elements. Students demonstrated improved understanding of art elements like line and color from pre to post-test.
This document outlines a 20-minute early childhood math lesson on patterns. The objectives are for students to describe and complete simple color patterns, develop large motor skills, interact with peers and teachers, complete tasks independently and in groups. Materials include colored balls, pens, play dough, and papers. The teacher introduces patterns by making examples with different objects. Students then practice continuing the patterns in groups by arranging colored play dough balls. Finally, students complete individual worksheets to demonstrate their understanding of patterns and self-evaluate the lesson activities.
The document discusses an English lesson where students were assigned to write postcards based on countries they visited, wanted to visit, or would visit. The students enjoyed the topic and created handmade postcards for their teacher. The teacher had the class vote for the top three postcards to win prizes. The two winners received colored sweets and shared them with their classmates and teacher.
This document describes an intermediate-level pair/group activity to practice speaking using the Chinese Checkers board game. The aim is to speculate about the present and future using second conditional grammar and revise house, travel, physical description, and newspaper vocabulary. Students play in groups of 2-6, taking turns moving pieces on the board. When a piece lands on a square with a letter, the student must answer a grammar or vocabulary question card. Correct answers allow the student to continue their turn. The teacher monitors play and helps resolve disputes.
This lesson plan is for a 5th grade class and focuses on teaching the third person singular form of the verb "like". The plan outlines introducing vocabulary like actions, objects, and foods using examples with "he" and "she". Flashcards will be used to review vocabulary and students will play a matching game. Finally, students will be split into groups to interview each other using the flashcards to practice asking if someone likes or doesn't like an item in third person singular form. The goal is for students to learn and practice using this grammar structure orally.
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.
The document contains questions about various sports and sport-related terms, asking the reader to identify sports from pictograms, state scores from matches, name locations for playing sports, identify officials and athletes, and list sports that start with certain letters. It covers a range of sports including soccer, rowing, tennis, fencing, basketball, horse racing, boxing, swimming, sailing, badminton, and beach volleyball.
This document provides instructions for an intermediate-level group activity to practice pronunciation of common vocalic sounds through a game of "Snap!". Students are divided into groups of 3-4 and take turns matching word cards to phonetic symbol cards. If the sound matches, they race to slam the table and shout "Snap!". The activity aims to revise simple vocalic sounds and pronunciation of often mispronounced words and takes approximately 15 minutes.
Student A accused Student B of plagiarizing their paper. The school held a hearing to determine if plagiarism occurred. After reviewing the evidence, it was determined that Student B had plagiarized from Student A's paper and would receive a failing grade as punishment.
Players must answer a set of questions divided into three rounds by showing a card with the correct answer (A, B, C or D).
The aim of the game is to revise and learn about British cultural issues by playing the British Citizenship Quiz.
This document provides instructions for an intermediate level listening group activity where students watch a video about people winning a trip to Africa twice and then answer 10 comprehension questions in groups of 3-4. The teacher divides the class into groups, distributes an answer sheet for each group to write their answers, shows the questions and then the correct answers so groups can check their work. The goal is for students to practice listening skills and recognize specific and general information by taking notes during the video and collaborating in their groups.
This document provides instructions for an intermediate-level group speaking activity. Students work in groups of three and take turns describing pictures to each other without looking, using adjectives and prepositions. The other students must correctly identify the pictured being described by squeezing a "beeping burger". The goal is to practice describing images in detail and recognizing descriptions. Students earn points for correct identifications and lose points for incorrect guesses. The activity aims to improve vocabulary for descriptions and speaking and listening skills.
Gerly won a trip to Africa by entering a competition. She studied journalism and went on a five day trip to Rwanda. The competition was open to good European students between 16-19 years old. Gerly felt helping Africans means being aware of their problems and collaborating with organizations. She liked a project that helped orphan children. It took Gerly two days to create her competition artwork. After the trip, she became a volunteer for an organization.
The document discusses rules and predictions involving common activities. It states that uniforms are required in Spanish schools, military service is not mandatory, and online shopping may become universal. Certain actions like smoking in public, running red lights, and bringing guns on planes are prohibited, while others such as adopting dangerous pets or seeking medical help with illness are obligated or advised. It also suggests people may interact only online and pursue education remotely in the future.
The document describes a variety of actions without context or connection between them. It lists verbs like watched, looked, worked, ended, mopped, laughed, liked, studied, smoked, cleaned, chased, chatted, matched, yawned, offered, balanced, allowed, repaired, directed, performed, invented, heated, begged, prevented, attended, married, landed, added, saved, and defended without indicating who or what is performing these actions.
The document contains a series of random words with "Snap! Snap! Snap!" in between each word. It does not convey any clear meaning or story. The words include countries, objects, actions, days of the week, and phonetic symbols.
Student A accused Student B of plagiarizing their paper. The school held a hearing to determine if plagiarism occurred. After reviewing the evidence, it was determined that Student B had plagiarized from Student A's paper and would receive a failing grade as punishment.
This document contains two lists that appear to be a teacher's key for evaluating students' answers to statements. The first list contains answers of false, true, or allowing for students' own answers to 8 numbered statements. The second list also contains answers to 8 numbered statements, with some answers being true or false and others allowing for students' own answers.
Speaking part 3 describing a photo vocabularyJavier Martos
This document provides guidance on describing photographs in English exams. It outlines a 4-step process to follow: 1) describe who and where the people are, 2) provide more details about their appearance and surroundings, 3) discuss what actions the people are taking, and 4) speculate about how the people might be feeling. It encourages using modal verbs and expressions to speculate rather than stating facts. Sample responses are provided demonstrating how to apply this framework to hypothetical photos.
This document provides instructions for an intermediate-level group speaking activity called "The Star Game". The game aims to practice pronunciation, shopping vocabulary, and grammar. Students are divided into groups of 3-4 who take turns moving their counters along a game board. When a student lands on a star, they pick up and answer a question card related to pronunciation, vocabulary, or grammar. Answering correctly allows them to stay on the star, while an incorrect answer requires moving back. The first student to reach the finish square wins. The teacher monitors comprehension and has students read each other's cards aloud.
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.
Flashcards can be used to teach vocabulary in various ways depending on the age and ability of the students. They can contain only illustrations, only words, or both. Sources for images on flashcards include drawings, magazines, or the internet. Some activities for using flashcards include show and say, odd one out, what's missing, slowly slowly, memory game, true or false, and flashcard whispers.
The document describes three games that can be used to review Chinese vocabulary. The first game involves splitting students into teams and taking turns guessing Chinese characters written on cards taped to their forehead based on clues from teammates. The second game uses magnets on sticks to "fish" index cards with vocabulary words out of a circle for points. The third uses a modified Monopoly board where students must demonstrate knowledge of the Chinese word in the space their token lands on by saying its meaning, pinyin, or using it in a sentence.
This document describes an intermediate-level pair/group activity to practice speaking using the Chinese Checkers board game. The aim is to speculate about the present and future using second conditional grammar and revise house, travel, physical description, and newspaper vocabulary. Students play in groups of 2-6, taking turns moving pieces on the board. When a piece lands on a square with a letter, the student must answer a grammar or vocabulary question card. Correct answers allow the turn to continue while incorrect answers forfeit the turn. The teacher monitors play and answers. The goal is to be the first to move all pieces to the opposite side of the board.
This document provides instructions for an intermediate-level group activity where students play a board game to review vocabulary related to school and education. The game involves landing on squares that prompt students to either answer a vocabulary question, discuss an education-related topic for 3 minutes, or follow instructions to move forward or back on the board. The first student to reach the finish wins. The teacher monitors students as they discuss topics. The activity aims to review vocabulary in a fun, game-based format and takes approximately 1 hour.
This game involves three colored paper circles divided into different numbers of parts representing fractions. Players take turns rolling a die to determine which fraction piece they can claim from the circles. The first player to complete a full circle is the winner. The document also provides instructions on playing the game and discusses key fraction concepts like the numerator, denominator, and how to add and subtract fractions.
Game it up! Introducing Game Based Learning for Developmental MathCengage Learning
Addressing the needs of developmental math students is difficult but important challenge facing instructors. Game based learning adds excitement to your lesson and helps students focus. In this presentation, Dr Kathleen Offenholly reviews best practices and simple steps for adding game based learning to your class. The games are not flashy and do not require advanced technical skills. They are simple to implement and have proven to be effective.
This document provides instructions for an intermediate level classroom activity called "The Caterpillar Game" that aims to elicit and revise students' vocabulary on sports. The game involves dividing the class into two teams who take turns tossing a coin to advance along a caterpillar board and answering sports-related questions to be the first team to reach the head of the caterpillar. It is estimated to take 15 minutes and utilizes a PowerPoint presentation and coins.
The document contains a series of questions about different modes of transportation, types of homes and accommodations, and activities related to travel. Questions cover topics like types of newspapers, jobs, differences between newspapers, preparing for a journey, physical descriptions, locations of waiting, taxi stands, types of residential buildings, taking transportation, and choosing a holiday from a brochure. The questions require identifying and describing various objects, people, places, actions and travel-related terms from images provided.
This document provides information about an intermediate level pair activity to practice writing skills using a comic strip. Students will complete the speech bubbles of a comic strip template using different verb tenses and linking words. They will come up with a title for the story and design the last two parts. The teacher will provide materials, pre-teach vocabulary, show comic strip examples, and monitor students as they work in pairs to complete the story in a given time limit.
This document provides common transition words that can be used to connect ideas and sentences. It lists pairs of words where the word on the left is used to indicate time or sequence and the word on the right is used to indicate reason or contrast.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document contains a listening comprehension test with multiple choice questions and answers. It tests vocabulary, grammar, pronunciation and comprehension skills through various question types including choosing the word with a different sound, identifying stressed syllables, and providing phonetic transcriptions. The test covers a wide range of everyday topics in short conversational excerpts and contexts like shops, health, travel and social situations.
This document poses a series of hypothetical scenarios and questions about how one's life might be different under various circumstances. It explores topics such as having a large sum of money, special abilities like foresight or enhanced senses, changes in appearance or family situations, unexpected events, career or relationship opportunities, and possibilities enabled by future technology or scientific advancements. Readers are prompted to consider their reactions and how their lives might adapt in each imaginary setting.
This document contains vocabulary words and definitions related to school and education. It includes terms like:
- Truant, which refers to a student who is absent from school without permission.
- Teacher's pet, which is a student that a teacher always favors.
- Class representative, a student chosen by their class to represent them.
- Detention, a type of punishment students receive for misbehaving.
- Boarding school, a school where students live and study during the academic year.
- Cramming or swotting, studying a lot for an exam.
This document provides vocabulary questions related to school. It includes fill-in-the-blank and matching questions about concepts like: being absent or late from school without permission; a student favored by the teacher; representing the class; cheating on an exam; national holidays with no school; bullying other students; detention as punishment; grades; and eating in the cafeteria. It also includes images to label of school-related concepts and subjects involving arts and sciences.
The document appears to be describing spaces on a board game. It provides instructions for game pieces to move forward or backward depending on random events like missing the bus, forgetting library books, or exam results. Game pieces can move forward for doing well on a test or backward for failing to study or missing a turn.
This document provides instructions for an intermediate level speaking activity that focuses on modal verbs and giving opinions. Students complete a modal maze by using modal verbs to connect statements. They then work in pairs discussing whether they agree or disagree with the statements. The activity aims to practice modal verbs of obligation, lack of obligation, prohibition, speculation and advice as well as vocabulary for expressing opinions.
The document contains questions about various sports and sport-related terms, asking the reader to identify sports from pictograms, state scores from matches, name locations for playing sports, identify officials and athletes, and list sports that start with certain letters. It covers a range of sports including soccer, rowing, tennis, fencing, basketball, horse racing, boxing, swimming, sailing, badminton, and beach volleyball.
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.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
1. LEVEL: Intermediate (B1)
TYPE OF ACTIVITY: Group competition
SKILLS: Reading and speaking (vocabulary)
AIM
• To revise and consolidate vocabulary related to different types
of accommodation.
LEXICAL AND GRAMMATICAL AREA
• Vocabulary on different types of accommodation.
TASK
• Playing the Home Sweet Home game in groups of three students by
matching the accommodation-related pictures to its correct label.
PREPARATION AND MATERIALS
• Laminate a deck of cards of the Home Sweet Home game per group. Each
pack contains 45 cards, including a wild card.
TIMING
+ 15 minutes.
PROCEDURE
• Divide the class into groups of three players and give each group a deck
of cards.
• One of the students shuffles the cards and deals them all.
• The students must match the different types of accommodation to its
corresponding pictures. There is one wild card that mustn’t be matched.
• The players must check that the matching pair is correct. If in doubt, they
should ask the teacher.
• Players put the cards they have matched aside.
• Then, players hold their cards in hands. One player chooses one card
from his/her partners’ set randomly in order to match one of his/her cards.
If he/she manages to match a pair, he/she leaves the matched cards
aside. If not, the player must keep the card.
• Then it’s another player’s turn. He/she chooses one card from his/her
partners’ set, so on and so forth.
• The first to end the game without cards is the winner.
• The student that keeps the wild card will lose the game.
• Warn students that there is a wild card representing a forbidden house that
mustn’t be matched.
2.
3.
4.
5. If teachers would like to print double-sided cards, cards can be printed on the reverse.
The suitable reverse in provided at the end.