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M C M C M C: Duration: 1 Hour Cce: Date: 12 July

The document summarizes an English lesson plan for a 1st grade class. The lesson focuses on teaching animal vocabulary using various activities including a mime game, matching flashcards, and creating pelmanism game cards. Students work in groups to draw pictures of animals and write the corresponding names on cards to make matching pairs for a pelmanism game. At the end of the lesson, students brainstorm additional animal words and the teacher records them on the board in a circle map for copying. The goal is for students to practice communicating and naming animals using target vocabulary words.

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0% found this document useful (0 votes)
36 views3 pages

M C M C M C: Duration: 1 Hour Cce: Date: 12 July

The document summarizes an English lesson plan for a 1st grade class. The lesson focuses on teaching animal vocabulary using various activities including a mime game, matching flashcards, and creating pelmanism game cards. Students work in groups to draw pictures of animals and write the corresponding names on cards to make matching pairs for a pelmanism game. At the end of the lesson, students brainstorm additional animal words and the teacher records them on the board in a circle map for copying. The goal is for students to practice communicating and naming animals using target vocabulary words.

Uploaded by

Amirul
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© © All Rights Reserved
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Subject : English Class : 1 Fikir Time : 3.20 – 4.

20
Duration : 1 Hour
Theme : World Of CCE: Creativity and
Focus skill: Language Arts Date : 12th July
Knowledge innovation
Teaching aids: 21st Century Skills/Strategy/Activity:
Flashcards, card stock papers, coloured pencils, scissors. Communication, collaboration.
Language/Grammar focus:
Animal vocabulary from Super Minds p.34
UNIT 3
Pet Show
CONTENT STANDARD

M 5.3 Express an imaginative response to literary texts C 2.1 Communicate simple information intelligibly

LEARNING STANDARDS

M 5.3.1 Respond imaginatively and intelligibly through


creating simple art and craft products C 2.1.5 Name or describe objects using suitable words
from word sets
LEARNING OBJECTIVES
At the end of the lesson, most pupils will be able to respond imaginatively and intelligibly through creating
M pelmanism game cards.

C At the end of the lesson, most pupils will be able to name the animals using target language given.

1. Play a mime game to review animal vocabulary.


2. Say a word, pupils pretend to be the animal.
I. PRE-LESSON
3. Ask a pupil to write the name of the animal on the board.
4. Repeat with other animal words.
1. Activity 1:
 Using flashcards, ask pupils to match the words to the pictures on the flashcards.
 Leave these on the board.
2. Activity 2:
 Pupils work in groups of four. Each pupil should choose two of the eight animals.
Give out a sheet of card to each pupil and ask them to cut it into four equal parts
(cards), the size of a credit card.
 Ask each pupil to take two of their smaller cards and tell them to write the name
II. LESSON
DEVELOPMENT of the animal, one on each card in big and neat writing.
 Now ask pupils to draw a picture of their animal, one on each of the remaining
cards.
 Assign a group leader to each group. This pupil should check then collect
together all the cards from their group.
3. Activity 3:
 Use a group to model the pelmanism activity for the whole class.
 Make sure pupils use the target language: It’s a ……………….. .
 The pupils could play the game a few times and/or change groups.
1. Tell pupils to think of other animals that they know.
2. Elicit these animals and supply words in English if possible.
III. POST LESSON
3. Write pupils’ responses on the board in circle map form.
4. Pupils copy the circle map into their exercise books.
Draw

Draw

Pelmanism
1. All cards are placed face-
down on the table.
2. In turns, pupils turn over
cards, saying ‘it’s a …’ as
they do so.
3. They should try to find a
pair (word + picture).
4. They keep a pair they
find.
5. If not a pair, they turn the
cards back over, taking care
not to move them out of
position.
6. Then it is the next player’s
turn, and so on.
7. The winner is the player with
the most pairs.

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