Saturday, May 8, 2010

1.Gain attention: The teacher spreads flash cards on the table when she comes to class and want them to come around the table, which takes student's attention and make them curious about what they are going to do with those flash cards.

2. Identify objective/informing learners of the objective: The teacher gives the instruction of the game and she herself shows what they will do. Then she remind that the one who understand first and react fast will win the game. She reminds them to be competitive before start to game.

3. Recall prior learning/stimulating recall of prior learning: During the game students remember what they have learnt about time expressions and they use previous learning to win the game.

4. Present stimulus: The teacher reads the time therefore presents the stimulus, and the students give reaction to stimulus.

5. Guide learning: In the first part of the game, the teacher herself reads the expressions in order to guide learning, but in the second part, one of the students reads them, which makes the activity more student-centered.

6. Elicit performance: Most of the students give reaction to stimulus and grab the correct flash cards.

7. Provide feedback: When the students grab the card she wants him or her to hold it up and show it to the friends and asks the students "Is that right?". By doing so, she immediately provides feedback and make the other students involved in the feedback part.

8. Assess performance: The teacher thinks that this activity is useful for them as it involves visual elements, physical movement and competion.

9. Enhance retention/transfer: As the game is about the time expressions they have learnt previous lesson, the activity enhances their retention and make these expression transfer to the long memory.

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