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
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.
EFL Game - Guessing game to practise second conditionalsAlina Dashkewitz
This communicative game will help your students to practise the use of second conditionals and to review vocabulary for technology, devices, gadgets, professions and everyday objects.
Aim:
To practise the use of second conditionals and vocabulary for technology, devices, gadgets, professions and everyday objects.
Interaction:
Pairs or small groups
Exercise type:
Speaking, guessing words
Language:
B1
Grammar:
Second conditional
Vocabulary:
Technology, devices, gargets, appliances, professions, every day objects
Time:
15 minutes
Materials:
A set of cards with pictures and words on them.
Procedure:
1. The class is divided into pairs.
2. Each of the students gets a set of six cards with words or images on them.
3. The students need to keep the cards to themselves only, and should not show them to anyone.
4. In each of the pairs one of the students picks one of his/her cards without showing it to the others and without telling the others what the word is. Another student has to guess the word from the clues given by her/his partner.
5. All the clues must be given in the form of the second conditional, the students need to pretend that the person who is trying to guess the word already has this object/thing or is that person.
For example,
Card:
Firefighter
Clues:
If I were you, I would wear a uniform, a mask and I would carry the heavy air-tank on my back.
If I were you, I would drive the fire truck.
If I were you, I would save people and their houses.
Student, who needs to guess the word:
I am a firefighter.
Card:
Wrinkles
Clues:
If I had many of them, I would look old.
If I were an old person, I would have a lot of them.
If I had them, I would buy a lotion to get rid of them.
Card:
Glass
Clues:
If I were you, I would use it to drink juice.
If I were you, I wouldn’t drop it.
If you worked in a bar, you would have to carry many of them every day.
6. The students take turn giving clues and guessing words.
7. The game continuous until all words are guessed. Alternatively, the teacher can set a time limit and the student who has guessed the most words wins.
8. The game can also be played in groups of three or four.
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.
EFL Game - Guessing game to practise second conditionalsAlina Dashkewitz
This communicative game will help your students to practise the use of second conditionals and to review vocabulary for technology, devices, gadgets, professions and everyday objects.
Aim:
To practise the use of second conditionals and vocabulary for technology, devices, gadgets, professions and everyday objects.
Interaction:
Pairs or small groups
Exercise type:
Speaking, guessing words
Language:
B1
Grammar:
Second conditional
Vocabulary:
Technology, devices, gargets, appliances, professions, every day objects
Time:
15 minutes
Materials:
A set of cards with pictures and words on them.
Procedure:
1. The class is divided into pairs.
2. Each of the students gets a set of six cards with words or images on them.
3. The students need to keep the cards to themselves only, and should not show them to anyone.
4. In each of the pairs one of the students picks one of his/her cards without showing it to the others and without telling the others what the word is. Another student has to guess the word from the clues given by her/his partner.
5. All the clues must be given in the form of the second conditional, the students need to pretend that the person who is trying to guess the word already has this object/thing or is that person.
For example,
Card:
Firefighter
Clues:
If I were you, I would wear a uniform, a mask and I would carry the heavy air-tank on my back.
If I were you, I would drive the fire truck.
If I were you, I would save people and their houses.
Student, who needs to guess the word:
I am a firefighter.
Card:
Wrinkles
Clues:
If I had many of them, I would look old.
If I were an old person, I would have a lot of them.
If I had them, I would buy a lotion to get rid of them.
Card:
Glass
Clues:
If I were you, I would use it to drink juice.
If I were you, I wouldn’t drop it.
If you worked in a bar, you would have to carry many of them every day.
6. The students take turn giving clues and guessing words.
7. The game continuous until all words are guessed. Alternatively, the teacher can set a time limit and the student who has guessed the most words wins.
8. The game can also be played in groups of three or four.
My slide deck, for the Visual Note-Taking 101 Webinar on Tuesday, May 12th 2009, featuring Austin Kleon, Sunni Brown and myself.
Register for Visual Note-Taking 101:
http://vizthink.com/index.php?option=com_content&task=view&id=434
Blog post with more details on the Rohdesign Weblog:
http://www.rohdesign.com/weblog/archives/003057.html
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.
150+ ideas on how to use flash cards in different ways. From kindergarten to adult conversation classes. With examples. Downloadable. The flashcard tool is found on www.thelanguagemenu.com
PLANEACIONES DE INGLES PRIMARIA PNIEB planeacion de ingles para primariaEditorial MD
Descargalas aquí www.editorialmd.com PLANEACIONES DE INGLÉS PRIMARIA PNIEB planeacion de ingles para primaria. Referente a los ciclos nuevo programa
Si deseas descargar la planeación completa de los seis grados de inglés primaria ve a este enlace (copia y pega)
http://www.editorialmd.com/planeacion-ingles-primaria.html
O busca en GOOGLE: "planeaciones Editorial MD" y ¡Listo!
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
1. SMARTICULATE !
ESTHER COLÁS VEGUÉ
ROSA DE DIEGO PONCE
NURIA FERNÁNDEZ HERNÁNDEZ
LAUREANO ESTEPA GARCÍA-BRAVO
ROSA FERNÁNDEZ ALBA
KENT University, Canterbury, 2015
INTERDISCIPLINARY BOARD GAME FOR SECONDARY STUDENTS
3. THEME DESCRIPTION
CROSS CURRICULAR PROJECT
It involves to different subjects:
Music, Arts, Natural Science, Social Science and Technologies
BOARD GAME
Students will create their own board game to describe words of different categories
to their team as quickly as posible. They will use these board games to learn and
enjoy.
4. AIMS
To elicit the previous general knowledge of the students
To practise English language in a enjoying way
To practice speaking skills through definitions
To practice the reading skills needed to have a good understanding of websites
related to general knowledge
To practice listening skills through the interaction with other students
To develop IT research skills by working with a wide range of websites related to
the topics used in the game with their tablets/smartphones.
To develop the judicious use of new technologies in education
6. EXPLANATION
This is an interdisciplinary project which involves to different subjects (Music, Arts,
Natural Science, Social Science and Technologies) although it can be adapted.
Students will create their own board game to describe words of different categories
to their team as quickly as posible.
The teams move round the board based on the number of words correctly guessed.
Each round is 30 seconds long. Word topics include: Music, Arts, Natural Science,
Social Science, Technologies and Random. The object of the game is to get to the end
before the other team.
The boards are going to be designed by Technical Drawing students in
Bachillerato and completed by Visual Arts students with coloured triangles and
typography.
8. PROCESS - STEPS
1. Create a document template with the cards and assign one different colour to each
department.
2. Teachers of Music, Art, Natural science, Social science and Technology have to choose 180
significant words of each subject.
3. Random words will be distributed to the departments: 30 words each.
4. Each department has to write them in a collaborative Google Drive document with the
cards template, using the gaps with the colour assigned. Besides they will fill in the random
category in 30 cards.
5. Visual Art Department will prompt their technical drawing students to build four boards
using polygons. Students of Visual Art will decorate and label them. They will also design
the cards to play with.
6. The cards have to be printed and laminated.
10. SAMPLE OF MATERIALS II
MUSIC
VISUAL ARTS
RANDOM
SOCIAL SCIENCE
TECHNOLOGY
NATURAL SCIENCE
Colours assigned to departments Example of one card
11. RULES OF THE GAME
Target
To be the first team round to the FINISH segment.
Progress is made by correctly guessing what your team mates are describing.
Preparing to Play
Ss are divided into four groups of eight.
Each group is composed by two teams of four people.
Each team selects one counter and puts it on the start segment.
By common consent Ss decide which team will start or just use the dice.
Each turn team members are nominated DESCRIBERS and GUESSERS. All players MUST take their turn at
being describers. No matter how big the team is, there are no more than two describers.
12. Playing the Game
The describers take a card from the front of the pack and describe the entry corresponding to the
segment on which the team's playing piece sits.
When a team member shouts out the correct answer the describers quickly take another card and repeat
the process, using the SAME category.
When the timer (sand clock) runs out, the turn is finished. The describers count the number of cards that
were correctly guessed and move their playing piece forward that many segments.
Describers must be careful not to break any of the description rules. If they break one of these rules they
forfeit the turn.
When describing you MUST NOT:
Say what letter the word starts with, or how many letters it has.
Use "rhymes with" or "sounds like" type clues.
Finish
When a team reaches the FINISH segment, they must be the first to guess the whole card correctly. If
they fail they wait until their next turn to try again.
13. ASSESSMENT
Teacher assessment
+
Language assisstant
assessment
+
Student peers-assessment
CRITERIA
4 3 2 1
ACCURACY OF
KOWLEDGE
High level of
correctness
The concept
expressed is
quite close to
the real one
The concept
expressed is
partialy
wrong
No idea of the
concept expressed
is far from been
the real one o the
student unknow it
CREATIVITY High level of
creativity
used to make
the game
informative,
appealing.
Above average
creativity used
to make the
game
informative,
appealing.
Some
creativity
used to make
the game
informative
and fun.
Little creativity
used to make the
game informative
or fun.
DESCRIPTIONS Well-
developed,
easy-to-
follow
descriptions.
Sufficient
descriptions
were provided.
Limited
descriptions
were
provided.
No descriptions
were provided
COOPERATIVE
EFFORT
Student
contributed a
high level of
cooperative
effort on the
project.
Student
contributed
above average
cooperative
effort on the
project.
Student
contributed
limited
cooperative
effort on the
project.
Student did not
work
cooperatively with
the team.
Total