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Phương Pháp Giảng Dạy: 1. Flashcards
Phương Pháp Giảng Dạy: 1. Flashcards
1. FLASHCARDS
Flashcards is pictures (or diagrams, words, etc) that you can show to students,
typically something you can hold up when standing in front of the whole class.
They are a very useful teaching aid.
- to quickly show the meaning of a lexical item, eg to iron;
- to illustrate run of language, for example by giving a visual image to an
imaginary character, eg This is Marilyn. Every day she gets up at six
o'clock…, etc;
- as seeds for student - based storytelling activities, eg handing out a small
selection of pictures to groups of students and asking them to invent a story
that combines all those images;
- as prompts for guessing games, definition games, description games, etc.
For example, one person in a team has a picture of a person, which they
describe.
2. PICTURE STORIES
Accuracy to fluency: We start by looking at the language involved in the story
and correct before we tell the story. Thus we could follow this route:
1 Introduction of topic
2 Focus on lexis, grammar or function
3 Look at the pictures and discuss; possibly more language focus
4 Tell the story
5 Writing exercise
Fluency to accuracy: We could start with a fluency activity and only focus in on
accurate use of language at a later stage. The lesson might have this shape:
1 Introduction of topic / subject
2 Look at the pictures and discuss
3 Tell the story
4 Focus on interesting or essential lexis, grammar or function
5 Tell the story more accurately
6 Writing exercise
4. FILLER
Kim's game: Prepare a tray with about 25 to 30 small objects on it (eg pencil,
cassette, mobile phone, comb, etc). Show it to the students for two minutes, then
cover it (or remove the tray from sight). The students must make a list (as
individuals or in teams) of all the objects they can remember. The winner is the
one who gets most. Could also be done with a list of words on the board or with
flashcards, if you can't get enough objects.
5. LEXICAL GAMES
Back to the board:
- Divide the class into two teams.
- One team sends one member to the front, who then sits facing the class, with
his back to the board. Thus everyone except this student can see what you
write on the board.
- Write a word on the board (probably one recently studied or met); the team
of the student sitting at the front must define the word or give examples of
its use without saying the actual word.
- As soon as he guesses the word, write another word up and so on until a
time limit (perhaps two minutes) is reached.
- Clever players use all manner of techniques to convey the word: rhyme,
collocations, synonyms, etc.