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Comenius multilateral partnership 2012 - 2014 European Multiguid e

Comenius multilateral partnership 2012 - 2014 European Multiguid e. Comenius Quiz This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made

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Comenius multilateral partnership 2012 - 2014 European Multiguid e

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  1. Comenius multilateral partnership 2012-2014European Multiguide Comenius Quiz This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. http://ec.europa.eu/dgs/education_culture/publ/graphics/beneficiaries_all.pdf

  2. Comenius Quiz Topic area: Geographical, cultural and historical knowledge about partnership countries. The object of the game is to find as many matching pairs as possible. Vocabulary focus: Countries, languages, landmarks, flowers, colours. Structures: Special questions. INSTRUCTIONS OF THE GAME

  3. Responsible country – Lithuania.Released by: - English teachers of Kalvarija Gymnasium Giedrė Guzavičienė, Aida Širvinskaitė, Ingrida Adaškevičienė;- students of Kalvarija gymnasium of 6th grade Rugilė Rėkutė, Mėta Sinkevičiūtė, Deivita Miravinskaitė, Lukas Statkevičius, Solveiga Vilbikaitė, Arina Zubrickaitė, Aivaras Ramanauskas, Aivara Šitkauskaitė, Rugilė Puniškytė.

  4. PROCEDURE: GAME 1 GAME 3 •Divide the students into groups of three or four.•Pre-teach key lexical items if they do not know.•Give each group a set of questions and answers.•Ask them to shuffle the cards together and deal out the cards: four per player. The rest should be placed face down in the middle of the table.•To do this they should first look at the cards and discard any matching pairs. Then player 1 should ask his group whether they have any matching cards.•If the other player has the card he must give it to Player 1 who can match it up and dicard the pair. If he/she does not have the pair, Player 1 must take the top card from the pile and add it to his hand. Then it is the next player’s turn and so on.•At the end the winner is the player with most matching pairs. • A teacher takes a card with a question and reads to the class. •Students listen and give answers without looking at the clues. •At the end the winner is a student who has given most of correct answers. GAME 2 • • Divide the students into pairs and set the time limit. • Pre-teach key lexical items if they do not know. • •Give each pair a set of questions and answers. • •Ask them to shuffle the cards together and deal out the cards: one student takes questions and another takes questions. • •The student who has questions takes a question and reads it, while his/her partner searches for the right answer. • •They work in pairs to match questions with the right answers. • •At the end the pair that matches most of the cards during the given time period is the winner. What is more, the pair who had managed to match faster before the time limit are also winners. *Other variations of the game are also possible teachers are free to propose theirs, depending on students’ individual needs.

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