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Note: |
If you have already completed the activities in
Finding
out about Ocean Park with your students, you can omit Steps 1 to 3.
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1. |
Theory: |
The purpose of this activity is to arouse
students' interest and encourage communication. It is therefore
inappropriate to insist on grammatical accuracy at this stage. Correcting students while they are speaking may inhibit fluency and discourage them from
contributing to the discussion.
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2. |
Example: |
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What can the dolphins do? |
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How does the ferris wheel move? |
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What are the pandas like?
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2. |
Example: |
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jump, swim and dive |
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round and round |
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cute and friendly
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3. |
Example: |
It is important to give students a clear model of
the target language. They need to be able to hear the target language with
correct syllable stress and clear pronunciation before they move onto the
next activity in which they will have to be able to read aloud and be
understood by their classmates.
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5. |
Example: |
Monitoring helps the teacher to
identify problems that need to be dealt with on an individual basis. It
also enables the teacher to make a note of problems that are common to
many students. These problems can then be focused on during whole-class
feedback.
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7. |
Example: |
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The dolphins can ... |
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The sea lions can ... |
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The sharks can ... |
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The pandas are ... |
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The dolphins are ... |
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The sea lions are ... |
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The sharks are ... |
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The crazy ship is ... |
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The ferris wheel is ... |
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The roller coaster is ... |
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The cable car is ... |
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The crazy ship goes ... |
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The ferris wheel goes ... |
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The roller coaster ... |
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The cable car goes ...
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7. |
Example: |
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The dolphins can jump and swim. |
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The dolphins are intelligent. |
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The ferris wheel is fun. |
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The ferris wheel goes round and round. |
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The roller coaster twists and turns.
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8. |
Example: |
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The dolphins can jump and swim. |
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The dolphins are intelligent. |
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The ferris wheel is fun. |
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The ferris wheel goes round and round. |
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The roller coaster twists and turns.
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8. |
Note: |
It is important to
present vocabulary and grammar in an organised way on the board so that
students can see language patterns. If students are encouraged to notice
patterns and work things out for themselves, they can start to form their
own rules. This should help to make the language more meaningful and
memorable.
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10. |
Adaptation: |
You may prefer to give your students sentence endings in a jumbled order and ask them to match them with the
beginnings of the sentences:
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walk and clap |
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very exciting |
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cute and friendly |
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fun |
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dangerous |
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relaxing |
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swim and dive |
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amusing |
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backwards and forwards |
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twist, turns and loops |
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bite and kill |
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round and round. |
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rises and falls and the view of Ocean
Park is wonderful |
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exciting |
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intelligent
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11. |
Key: |
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The dolphins can swim and dive. |
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The sea lions can walk and clap. |
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The sharks can bite and kill. |
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The pandas are cute and friendly. |
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The dolphins are intelligent. |
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The sea lions are amusing. |
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The sharks are dangerous. |
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The crazy ship is exciting. |
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The ferris wheel is fun. |
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The roller coaster is very exciting. |
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The cable car is relaxing. |
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The crazy ship goes backwards and
forwards. |
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The ferris wheel goes round and round. |
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The roller coaster twists, turns and
loops. |
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The cable car rises and falls and the
view of Ocean Park is wonderful. |
Consider all acceptable answers and add them to the answer key.
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12. |
Theory: |
It is a good idea to get students to look at
the Game board in order to find out what they already know. In this way
they will bring their knowledge of games to the context and activate
language needed for explaining and playing games. By finding out what
students already know, teachers can avoid unnecessary explanations and
simply provide the information needed. If students discuss how to play the
game in Cantonese, it is a good idea for the teacher to summarise in English.
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13. |
Note: |
The following is for teachers' reference only.
The amount of information given to students will depend on what they
already know about the game and what kind of additional information they
need.
Objective of game:
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To be the first player to reach Finish. |
Equipment for each group:
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The set of Cards that your
students matched in Steps 4-6. |
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A Game board for each group. |
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the Answer key that your students
completed in Steps 7-11. |
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A dice and four counters. |
How to play:
1. |
Player one throws the dice and moves his
or her counter forward the correct number of spaces. |
2. |
Player two (the student on the left of
player one) then throws the dice and moves his or her counter. |
3. |
The game continues with player three and
four having a turn. The dice is always passed to the player on the
left so that all four players get an equal number of throws. |
4. |
If a player lands on Pick up a card,
then he or she must pick one up and pass the card to the player on
the left. The player on the left must read the Tell us
about ... instruction aloud. |
5. |
The player who landed on Pick up a
card must give as much information as possible about the
animal/ride without pausing and hesitating. (It does not matter
if the sentence is grammatically inaccurate.) |
6. |
If the player referred to the
information on the card without hesitating, he or she can move
forward two spaces. If he or she did not maintain fluency or did not
convey the information, he or she must go back three spaces. |
7. |
The card is then placed at the bottom of
the pile. |
8. |
If a player lands on a blue square with
an incomplete sentence, he or she must produce a grammatically
correct sentence. |
9. |
The player on the left must check the
Answer key to see if the sentence was correct. |
10. |
If the player produces a grammatically
correct sentence, he or she can move forward two spaces. If the
player produces a sentence which is not grammatically correct, he or
she must move back three spaces. |
11. |
The game continues until a student in the group reaches Finish.
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13. |
Adaptation: |
You may prefer to demonstrate playing the game,
rather than giving instructions. However, you will need to rehearse the
demonstration with three willing students before the lesson.
Demonstrating the game provides an ideal opportunity for you to model
the communicative language that we use when playing board games:
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Who's going to start? |
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Whose turn is it? |
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It's my turn! |
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Can I have the dice, please? |
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Bad luck! Go back three spaces. |
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Can you say it again please? |
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Correct! Go forward two spaces.
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14. |
Theory: |
Correcting students while they are speaking may
inhibit communication and discourage them from participating in games.
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14. |
Note: |
The board game has been designed so that
students focus either on fluency or on accuracy. When students first play
the game, it is intended that they focus on fluency when they pick up a
card (yellow squares) and accuracy when they complete a sentence (blue
squares). However, as students
become more confident and familiar with the game, they will gradually
develop a balance of fluency and accuracy. It is therefore a good idea to
let them play the game more than once so that they can achieve this
balance.
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Example: |
Introduced |
April 1990 |
Height |
188 feet |
Length |
3,830 feet |
Weight |
1,000,000 pounds of
steel/600,000 tons of concrete |
Top
Speed |
70 MPH |
Ride
Duration |
2 Minutes |
Number
of Trains |
3 |
Number
of Cars |
7 |
Capacity |
1,700 per hour/28 per train |
Colors |
Green and Orange |
Special
Features |
Features the world's tallest
vertical loop (140 feet), plus loops at 90 feet, 62 feet and a
40-foot-tall corkscrew. |
Height
Restriction |
Must be at least 54" tall |
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Example: |
The Viper is green and orange. It is 188 feet high and 3830 feet
long. The ride lasts for two minutes and the top speed is 70 miles per
hour. The Viper has the world's tallest vertical loop. It has seven cars.
You must be 54" tall to ride on The Viper.
Before you and your students start constructing
the text, discuss the following:
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Which information in the table is of
interest to children aged 9-12. |
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Which categories of information should
be omitted when you/they write the text. |
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How should the information be ordered
for a 9-12 year old reader of the text.
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Example: |
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I like the Viper because it has a very
big loop.
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Note: |
The tables of information used by students in Suggestion
1 provide a good model of how to organise information. They also help
students understand the kind of specific information they need to locate
when they have to search and scan texts that they find, using search
engines. If students are clear about the kind of information they are
looking for before they start searching, they can ignore anything in the
text which is irrelevant to their purpose.
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