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Introduction

This game involves

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the adventure of finding your way in a new city.

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Introduction

This page contains different methods grouped around the topic "Finding your way around London". They will be listed by different numbers.

  1. Transportation&sights:
    The students are supposed to get to a sight via a means of transportation of their choice and act it out (e.g. make movements as if they are riding a bicycle or jog to the sight), and then try and figure out which sight in London it is, with the help of a table with descriptions.

  2. Directions and sights: 
    These games combine knowledge about giving and receiving directions in and about London.
  3. This game incorporates getting to know some London sights as well as an exercise of trust 

Target group and Time

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Students learn about giving and following directions. Students enjoy being part of a group and cooperating with each other to achieve a goal, i.e. giving the right directions and helping the other students find their way. The game consists of two parts, but can adapted depending on how much time is available. 

Target group and Time

These

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games require prior knowledge of directions and sights in London. Ideally, the target

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age would

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be grade 6. Still, grade 5 will be able to complete the exercises as well, with the necessary

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support. The time needed can vary according to

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class  ability, but six minutes per exercise are manageable.

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Learning objectives

1. One of the main objectives is that the students are supposed to attempt to do this activity on their own (within their group or their partner), with minimal scaffolding from the teacher. Another objective is that the students lose inhibitions about movements and 'acting', as well as having the choice of that to act out. Additionally, they simultaneously learn some (fun) facts about sights in London.

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The most important objective is to learn to listen attentively and follow

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orders.

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In addition,

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students refresh their knowledge of

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giving and receiving directions in

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other scenarios. Students also practice speaking clearly, so their peers can understand them

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well

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.

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Instructions to set up the activity

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First, explain to students that they should

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move around the space freely, without running into each other. Then tell

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then to listen carefully as you give them instructions and directions. Directions can be found underneath the game cards to the right. All

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students need to do is listen and act

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these out.

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Second, hand out one card per student and have them look at their cards. Each card is divided into two separate fields. The

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top field contains a question (basically asking for directions), and the bottom area contains an answer (giving directions). However

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, the responses on the bottom of the card are not

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the answer to the question on top. The students need to walk

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about and ask their question until they find another student

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who can answer their

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. (

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This game is similar to memory

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; there are always pairs

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.

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Letting it run

  1. When noticing that some students are stuck on a sight, the teacher can either help them out with a hint or tell them to move on and save that sight for last. The teacher can also suggest a new means of transportation to them, if they are acting out the same thing multiple times. If the group should finish earlier than anticipated, the teacher can then make a competition as to who is the first to find the sight they are calling out.

2. If the students might take a little more time, especially with the finding your way around London game, they can just play without a time limit until they are done

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One

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partner finds his or her pair by asking questions.)

Letting it run

If the students need a little more time with the second part of the game, they can play until they finish.

View file
nameFinding your way around London Cards.pdf
height400

Game cards as pdf


View file
nameFinding your way around London Cards.docx
height400

Game cards as docx