Design properties

Name
"This is me and my English world: ready...steady...go!"
Topic
English, Art, Sport and movement, ICT.
Learning time
10 hours and 45 minutes
Designed time
10 hours and 45 minutes
Size of class
16 children - Primary School - first class
Description
This lesson plan wants to promote multilingual and multicultural competences since early childhood, by developing attitudinal competences in order to favour the learning of a foreign language in the first years of Primary School and in the following school years. Attitudinal competences towards a foreign language means to have disponibility and attention to what is different from me. Therefore it means to develope emotional and social skills, and the motivation for "thinking out of the box". Motivation is also the basis of learning. The teaching approach which increases motivation is the game-based-learning. Therefore the activities I'm going to propose are based on games.The grading process is also submitted to this teaching approach. The teacher evaluetes children during the games and the competitions, when the motivation is high and when the anxiety ( that generally accompanies and invalidates the grading process) is low, because children don't known they are evalueted. Focus on games means also focus on learning process, and not only focus on results. My lesson plan involves children in the first class of Primary School, during a whole school year, for one hour lesson every week. In the next TLAs I didn't write everything, because the games are similar for each topic. It is important to underline that the real count of hours that we need, in order to develope the whole lesson plan, exceeds the number of hours calculated by Learning Designer, because I haven't developed all the topics.
Mode of delivery
No mode selected
Aims
-The student will develope attitudinal competences in order to learn a foreign language; - the student will develope social, emotional, cognitive and behavioral competences; - the student will become able to elaborate strategies and self-evaluation; - the student will increase motivation, autonomy, creative capacities and flexibility; - the student will improve interactive and collaborative competences; - the student will be able to discover identity and recognize diversity; - the student will follow procedures and do self-evaluation, thanks to the feedback provided by games; - the student will listen, understand, communicate in a foreign language; - the student will play with digital tools such as LearningApps, Kahoot, Cartoonize.net and Scratch. - the student will create a digital game, by using Cartoonize.net and Scratch..
Outcomes
Knowledge, Comprehension, Analysis, Application, Affective learning outcomes
Editor
dianaclaudia.dimario

Timeline controls

Timeline

This is me: ask and say your name and “ nice to meet you”; my favourite  colour ( topic: colours);  my favourite animal ( topic: animals) my favourite ( topic: toys). I present here some activities and games about the first topic ( colours). I don’t repeat any learning types for the other topics, because we could propose the same activities and games. Of course there are  still so many games that could be useful for our lesson plan and that I didn’t write here ( mime, role-play...)
220 minutes)
  • Collaborate
    15
    16
    0
    First step: warming up. Children say their names by singing a song. The teacher plays the guitar while children are sitting in a circle, are passing a British flag from hand to hand, and are singing the song. This activity can be done at the beginning of each English lesson. This activity helps children to be calm and becomes a routine which facilitates concentration and disponibility. to the learning.
  • Practice
    20
    16
    0
    Game: the race car Children are shared in two groups ( for example boys against girls). Every group has got a toy car. Two children at a time ( a child for each group) position themselves at the start. Children throw the car while they are screaming: - Nice to meet you! The winner is the child who can better control the car to the finish line. To tell the truth, for the teacher all the children are winners because they are able to say "Nice to meet you", without shaming and in a loud and sure voice. Therefore each child gets a badge. Badges are collected inside a personal album. Teacher gives to children the possibilities to choose a badge among a wide range of symbols that represent the British culture. This game involves and promotes many abilities.
  • Read Watch Listen
    5
    16
    0
    The teacher explains to children that the goal of all the activities they are going to do in the lessons, during the whole school year, is to get some informations about them, in order to create a digital game, with which they can play together. This digital game has themselves, their physical appearance and their tastes, as protagonists. Therefore the topic of the next lesson will be their favourite colour, animal and toy.
  • Investigate
    15
    16
    0
    Colours: children say what are their favourite colours. The aim of this activity is to know the colours by starting with their preferences. They have sure different preferences and so we can name all the colours.
  • Produce
    15
    16
    0
    Every child produces a flash card where they present their favourite colour and say the name.
  • Read Watch Listen
    30
    16
    1
    Children memorize their schoolmates’ favourite colours. At the end of the activity children know all the colours and should remember the child who has chosen a colour as his favourite one. The aim of this activity is to name the colours, to train the memory, to familiarize with their schoolmates, to recognise the diversity, to find similarities and differencies, to develope empathy...
  • Practice
    10
    16
    1
    Game: true or false? The teacher draws a line on the floor. The floor now is shared in two parts: the part of TRUE and the part of FALSE. The teacher shows to the children a flash card and say the name of the colour. He can say the right name or a wrong name. Children listen to what the teacher said and jump on the true part or on the false part of the floor. Children with NEDS can jump hand in hand with a schoolmate. While children are jumping the teacher can observe and do his evaluation. Children can play the same game by using the digital tool KAHOOT.
  • Practice
    15
    16
    1
    Game: guess the colour; memory game. The teacher puts all the flash cards on the floor and stimulates the children to look at them and at their position on the floor. Then he turns the flash cards and stimulates one child at a time to point to a card and to say what colour it is. When the child says the right colour, he gets the card. The winner is the child who has the most cards. These games could be played in two groups: boys against girls. My children are very involved when they play “ boys against girls”. The aim of this game is to bolster the attention and to help children to find new strategies to memorize and to get a positive result. Children play with "learningApps".
  • Practice
    15
    16
    0
    Game: capture the flag It’ s a traditional outdoor game. Children are shared into two teams, they stand on a line facing each other. The teacher attributes the same colour to children who have the same position on the line. The teacher has a flag in his hand. He says a colour. Children who have the name of the called colour must run toward the flag and take it before the child of the opposing team. Then he has to run to his place on the line and he gets a score for his team. The team that gets the highest score is the winner. This game stimulates a lot of learning processes. But there are children who can have a lot of difficulties and therefore the children of the other team generally protest against this one who was not ready to run , when his colour is called. Therefore it could be useful to attribute the same colour to another child, who could help the weaker one. This game is very useful in order to develope a lot of abilities: attention, concentration, reactive readiness...
  • Collaborate
    20
    16
    0
    As I said about the TRUE/FALSE game, for every game it is possible to find a collaboration between the most reactive children and the less ones.
  • Practice
    60
    16
    4
    Children play with the digital tool " learningApps". Children play individually; the teacher monitors the activities.
Notes:
Resources linked: 0
Game: WHO'S WHO? Three different ways to present myself. The aims of these activities are multiple: to bolster attention, to learn about various representation techniques, to compare, to use new strategies, to promote collaboration, to develope craeativity...
170 minutes)
  • Produce
    30
    16
    0
    Children produce a picture of themselves without writing their names on them. These pictures are hung on posters on the wall. Children are shared in two teams ( boys against girls). Every team has to guess who is the schoolmate represented in the drawing. The winner is the team in which the children are able to observe more carefully the drawings,in order to match them with the faces of their schoolmates. The teacher gives a badge to each member of the winner team.
  • Read Watch Listen
    20
    16
    1
    The teacher explains to children, that they can find another way to present themselves and that we they can create an AVATAR of themselves, by using the digital tool CARTOONIZE.NET. They look at the tutorial.
  • Practice
    50
    16
    0
    In the ICT lab children create their avatars, with the help of their teacher. Then, they print their avatars and make a poster. The poster is hung on the wall, next to the previuos poster with the drawings. Avatars are still without the names of their owners.
  • Collaborate
    40
    16
    0
    Children are shared in two teams. In each team children have to collaborate in order to match each avatar with the right owner. The winner is the team that makes more right combinations. The members of the winner team get badges.
  • Practice
    30
    16
    0
    Children take a photo of each other. The photos will be printed and hung on a poster next to the other posters.
Notes:
Resources linked: 0
DO YOU KNOW ME? Let's collect all we have learned in English and about ourselves by creating a game with SCRATCH. At the end of the school year all children are able to talk about their preferences and those of their schoolmates. So they can create a game  at the centre of which there is the mutual knowledge among schoolmates. During the previous activities they created an avatar. Now their avatar is protagonist of this game created with scratch. With Scratch this avatar becomes animated and talks about his preferences regarding colours, animals and toys. The avatar can talk by using comics.
255 minutes)
  • Read Watch Listen
    15
    16
    0
    The teacher explains to children how it works SCRATCH and how to create a simple game with the avatar they created. They look at the tutorials
  • Produce
    80
    16
    1
    Children create a talking animation by using their avatar. They choose freely what this animation can say by using the words they learned in the previous activities. While they are creating their animation, it is forbidden to see what the other scoolmates are writing with scratch.
  • Read Watch Listen
    50
    16
    0
    Every child writes twice, on a word card, the sentences that his avatar pronounces in his own creation. They have to do this action without being seen by other children. Every child put the two word cards in two different boxes. Children are shared in two teams. Each child of the team chooses a word card from the box, tries to guess which avatar could have pronounced it and put them under the picture he thinks could be the right one. Then they click on the sprite and see if they did the right matching. The winner is the team that finds the most number of right matchings.
  • Collaborate
    50
    16
    0
    During the previous activity the children of the same team can help their friends to think better about their choice, by discussing about the motivations that could be useful to do the right matching. Children can help their friends, overall, by calling to their memory children's preferences. The team that makes more right combinations is the winner. They get badges.
  • Read Watch Listen
    60
    30
    0
    Last step: we can organize an exhibition in which we can show children's products, let parents visit it and let them play with the games created by their children. Then children bring home their albums with their badges, drawings, avatars and photos.
Notes:
Resources linked: 0

Learning Experience

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