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Lesson 3 What’s this?
The aim of the lesson:
Educational: – to learn basic greetings; – to learn how to ask and answer questions
Developing: - to enable pupils to match the animals and the sounds they produce
Socio-cultural: – to raise awareness of ways of asking and answering questions; – to raise awareness of the similarities and differences between the sounds [ð] and [z] in English and mother tongue.
Competence: SC6, LC and PC in questions
Learning outcomes: By the end of the lesson, pupils will be able to: – ask and answer the question learnt in this lesson and previous unit in small situations; – ask and answer a question about what something is; – name some school things; – to pronounce the sounds [ð] and [z]. Type of the lesson: non-standard, mixed
Method of the lesson: group work, pair work
Equipment: Textbook; the DVD of the book; puppets; mirror; flashcards: numbers, a pen, a pencil, a ruler, a crayon, a book, a copybook, a bag
The Procedure of the lesson:

  1. Organizing moment: - Greeting. - Checking the register - Checking and asking homework

  2. Pre-Activity

Activity 1 Listen and say. Objective: to reinforce the greeting “Good morning”
Ask the pupils to remember the poem “Good morning” that they learnt in the previous lessons. Ask if anybody can say the poem by heart. If there is any, ask him/her to say it.Then recite the poem, the pupils repeat after you. III. Main Part
Activity 2 Watch and play.
Objective: to practise using the numbers:This game is the same as the one in Unit 2, Lesson 1, Activity 4. However, the table is different: 3x3.
STEP 1: Before you begin, say that the pupils will now play Bingo. To do this, divide the pupils into 2 teams. Draw tables divided into 9 parts on the blackboard for each team. Invite one pupil from each team to come to the blackboard. They write numbers from 1 to 9 randomly in the cells. When the tables are ready, show the pupils flashcards with numbers from 1 to 9. Shuffle and put them on your table.
STEP 2: Explain to the pupils that you will take one flashcard and say the number, but you will not immediately show the flashcard to the teams. The pupils must understand which number it is, find it in the table and cross it out. After that you can show the flashcard. This time the purpose of the game is that there should be 3 crossed out cells in the table diagonally, horizontally or vertically. If so, the team yells Bingo. As usual the teams are allowed to prompt their representatives at the blackboard. The game is played fast.

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