TECHNIQUES OF USING TRIGGER ON THE MS POWERPOINT 2003 IN DESIGNING GAMES TO TEACH EFFECTIVELY GRADE 11 ENGLISH LESSONS

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TECHNIQUES OF USING TRIGGER ON THE MS POWERPOINT 2003 IN DESIGNING GAMES TO TEACH EFFECTIVELY GRADE 11 ENGLISH LESSONS

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Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” ACKNOWLEDGEMENTS First of all, I would like to express my heartfelt thanks to all the leaders of Thanh Hoa Education and Training Department for organizing this seminar and for giving me the precious chance to it Secondly, I am very grateful to all the teachers of English at Le Viet Tao Upper Secondary School for offering me useful advice in realizing my ideas Last but not least, I would like to thank you very much for your presence and observation Your comments and advice would be highly appreciated all in all Thank you very much! Page1 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” A- PREFACE I REASONS FOR CHOOSING THE THEME 1-Theoretical basis: It’s the common knowledge that the more developed the society becomes, the stronger demands to widen international relations there are; therefore, it is indispensable for us to learn one foreign language For this reason, English has been regarded as a main subject at school So, to make learning environment interesting plays an important role in teaching and studying How can an English teacher give students new and interesting lessons which motivate them? Each lesson not only engraves on students’ memory but also helps them remember forever and have a deep impression on colours, images, and sounds, which makes students remember the lesson more easily There are many methods to present this idea but the most impressive one is designing Games in lessons, which teachers have been using skillfully for ages However, to meet the factual demand, teachers must turn a lesson in traditional teaching methods into a lesson in modern ones which are applied with information technology This makes a lot of teachers worried and confused In fact, most of the teachers have only been able to make their own lessons on the Microsoft PowerPoint simply or basically but not skillfully since the campaign of the Minister of the Education and Training for applying information technology to making lesson plans Therefore, many teachers have a lot of difficulties because they either design the contents of simple lessons which now hide, now appear instead of the blackboard or they plan lessons with exciting sounds of music or clips of video or activities of games on the Microsoft PowerPoint which attract, interest and motivate students, which many teachers have been studying; and especially, English teachers have difficulties in using advanced effects on the Microsoft PowerPoint, such as techniques of using Trigger or programming objects… In order that teachers can design beautiful, interesting and exciting games on the shown slides which can have a professional interaction between teachers and students to present teachers’ ideas and attract students’ curiosity, we need to be patient and prepare carefully and have some advanced techniques, which not all teachers can As a matter of fact, some teachers have some technical mistakes when they design some games or they make the games so simply that students argue or become bored … As a teacher of English, throughout years’ time of teaching English in the period of general education renovation, I myself have met a lot of difficulties in applying information technology to the interactive lessons, especially making games However, I have ceaselessly been studying by my self, learning from other colleagues, books, Internet passionately to raise my standard As a result, I have become skillful to have interesting lessons with beautiful and professional games my students and colleagues have appreciated highly so far And, I would like to share my experiences in designing lessons on the Microsoft PowerPoint, especially difficulties in making games to teach English effectively It is the reasons above that have been urging me to choose the theme: Page2 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” for my own Seminar on methodology without cease This methodology seminar, which is related to applying the Games: “Lucky numbers” and “Noughts and Crosses” to English textbook interactively, mentions the contents, the ways to design and carry out the games, especially, games designed on the MS PowerPoint and some examples applied to 11 Grade English lessons Practical basis a- Achievements Thanhhoa Education and Training Department has focused on teaching and learning English for recent years We have carried out the 29 th instruction on “Applying and developing information technology in education and training will basically change the renovation of the contents, curriculums, methods in teaching, learning and administrating education” Especially, in the school year 2008-2009, we performed the 55th instruction 2008/CT-BGDDT on 30th September, 2008 on reinforcing teaching, training and applying information technology in education branch between 2008 and 2012 with the topic: “Strongly apply information technology, renew financial management and establish friendly schools, active students” We have also organized many English advanced exams for teachers and students Annually, we have a lot of conferences and workshops to reform teaching methods We usually have discussions about professional knowledge We have been trying to apply new methods to teaching flexibly and skillfully Students are more hard-working, interested in English Therefore, teaching and learning English has been enhanced effectively b- Some reasons for the disadvantages of teaching and learning English at high schools English is one of the most important subjects at schools but it is not easy enough for any students to learn Some students, especially the students who have no sense, no mood and no patience in learning can’t keep up with the new methods of learning They have their puzzle in understanding and applying their knowledge to practice Many students haven’t understood the significances of English at the age of the International integration Some students learn English for their curiosity but when they have difficulties, they let things run Others lack their basic knowledge from the junior high schools Therefore, students have no sense, no mood, no motivation to learn English effectively and actively c- Facilities and teaching aids To meet the demands for education reform, facilities of the school are becoming better and better However, students would be more interested and active if we had a lab or a computer room for learning Moreover, teaching aids are supplied quite enough but if only we had large pictures for the lessons, our lessons would be more exciting and interesting d- For teachers Being a teacher of the foreign language, realizing a new method of teaching is a big problem Personally, I see that many teachers haven’t given students any chances to practice vocabulary, grammar , if there, they just check one or two students before the lesson mechanically, which makes students bored and passive Page3 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” On the other hand, when teaching, teachers haven’t made full use of the students’ activities and creativeness so the lessons are usually boring Most teachers have a sense of the importance and benefit of applying information technology to design plans as well as inserting games into English lessons, which need a lot of pictures, sounds and video clips to illustrate the language used However, many teachers have hesitated to use their PowerPoint lesson plans so far because they think it takes them a lot of time to prepare To design a meticulous lesson with wonderful illustrations on slides in each lesson is the only thing most of the teachers avoid or don’t want to think of Some teachers prepare their lessons well but there are no projectors to show Others are afraid that students are absorbed in playing games without taking notes so they don’t get any knowledge and make noise This prevents teachers from designing games for English lessons on PowerPoint In addition, some teachers know little about information technology and Internet Besides, most important, teachers agree they usually meet difficulties in designing interactive games They don’t know how to and who to ask e- For students Since education reform, students have loved learning English but mainly advanced students And weak students who slowly understand the lessons learn passively They wait for the teacher’s or other students’ answers Many of them have no opportunities or they don’t dare to practice speaking English in class They are afraid they speak incorrectly Many can not read, speak, listen and write; even they ignore paying attention to the lessons, taking any notes or doing any homework In fact, we can see these students have no love for English… Therefore, the teaching qualities of English not live up to our expectations Following is the survey on the quality of English between classes: 11B, 11D and 11E at the beginning of the first term in school year 2016-2017 Listening Well Number mastered classes of and students applied Q % 11B 40 17 42 11D 38 20 52 11E 43 20 46 Number Speaking of Total 121 57 Well Badly47 classes students mastered mastered and and applied applied Q % Q % 11B 40 37 25 62 5 11D 38 50 19 50 0 11E 43 18 41 25 58.1 Total 121 42 59 48.7 Reading Badly Well mastered mastered and and applied applied Q % Q % 23 57 19 47 5 18 47 20 52 23 53 20 46 Language focus 64Well52.8 59 Badly48.7 mastered mastered and and applied applied Q % Q % 18 45 22 55 0 22 57 16 42 20 46 53 5 60 49 61 50 Badly mastered and applied Q % 21 52.5 18 47.4 53.5 writing 62 Well51.2 Badly mastered mastered and and applied applied Q % Q % 17 42 23 57.5 19 50 19 50.0 18 41 25 58.1 54 44 67 55.3 Page4 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” (* Note: Q : Quantity ) From the tables of the statistics above, we can see that the rates of the students who didn’t master the knowledge and those who applied all the skills weakly are rather high It has shown that students didn’t master the methods of learning English and they weren’t hard-working, active and creative in applying the knowledge the teacher guided them to communicate II- AIMS OF THE RESEARCH From the matter of fact, as a teacher, I have endlessly been considering and researching for the methods to improve the quality of teaching English Knowing that the students’ psychophysiology is doing what they enjoy, liking new things, indulging in pleasures rather than study, I give them a new method of learning in which they can work for both study and pleasure This method gives them the feeling of delight and easiness when they learn English lessons through some new language Games, exactly “Lucky numbers” and “Noughts and Crosses” on the MS Power Point 2003, which are considered to be the new teaching techniques in place of the old one (students played games on black board) that students are too familiar to and bored with These new language Games, in fact, are competitions They require students’ quick decisions such as: How to act? What to speak? How to win the games? To solve those questions makes students’ thoughts quicker, more sensitive and intelligent because they must make use of their intellectual abilities for pleasure and excitement Thanks to this way, students are naturally absorbed in the lessons Games are highly motivating because they are amusing and interesting They can be used to give practice in all language skills and be used to practice many types of communication They can willingly apply the knowledge the teacher expects, which has worried them for ages Throughout years’ time of teaching English for different students, especially students of the Old Semi-state school where there are much more weak students than advanced ones, I would like to present some “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” Also, I would like to exchange my own initiative experiences and methods of teaching for the colleagues so that we can find out new and interesting methods in the period of education socialization our Party and State laid down III- OBJECTS OF THE RESEARCH -Teachers at between junior and senior high schools -Undergraduates -Advanced students IV-METHODS OF THE RESEARCH -Using the text-book to apply to each lesson and section -Using references to improve -Pictures and other materials Page5 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” B- CONTENTS AND RESULTS I CONTENTS What is a Game? "A game is an activity with rules, a goal and an element of fun There are two kinds of games: Competitive games, in which players or teams race to be the first to reach the goal, and co-operative games, in which players or teams work together towards a common goal The emphasis in the games is on successful communication rather than on correctness of language." (Toth, 1995) Some notes for Games organization When organizing Games, teachers should pay attention to the following problems:  Classroom noise: There are 40 – 45 students in each class so when teachers organize games unskillfully and students compete with each other, they will make a lot of noise and disturb other classes, and students’ answers are unclear Therefore, teachers should control the class well to avoid chaos  Some students’ inactiveness: Due to activities in groups, students who are lazy and weak not want to take part in the games So, teachers should go around, observe and encourage them to work  Time waste: In some cases, students can’t give the answers, teachers should help students or correct the questions professionally If the time for the games is too long, it will delay other activities Some salient features of Games designing on MS Power Point In the restriction of the theme, I would like not to discuss the uses of the games in English lessons any more but I am eager to express my experiences of how to design some popular games on MS PowerPoint to teach English at high schools In comparison with the effects of other soft wares, Power Point has outstanding with its form and technology application to make lesson plans Second, when designing games on PowerPoint, most of us use techniques of “Trigger” and “Visual basic” supported by PowerPoint Therefore, only MS Office in our computer is alright Third, newness “interaction depending on the objects” is one of the effects on PowerPoint This is not a new issue but it is strange for teaching Fourth, the experience I would like to share is the topic many teachers who is unskilled can consider and use it to motivate students to learn English more effectively, especially weak students Following is two popular games I am looking forward to presenting They were carried out successfully and effectively in Grade 11 English lessons  LUCKY NUMBERS I.1- Ways of conducting the game 1.1 Name of the game: “Lucky numbers” (Teachers can conduct similarly for other names, such as “Lucky stars”, “Lucky flowers”, “Lucky pictures”, “Lucky animals”, “Lucky singers” ) 2.1 Contents of the game All tasks in the text book as WH questions, sentence making Page6 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” 3.1 Ways of organizing groups Teachers can divide the class into 2, 3, groups (it depends on the number of students) Each group appoints a leader who can choose the numbers (stars, pictures ) and ask other students to discuss and give the answers 4.1 Rules of the game Teachers can give more or lucky numbers (stars, pictures ) Each group can choose one time in turns, time allowance can be 10 or 20 seconds If the time is over, this group can’t have the answers, or give incorrect answers, the other can answer the question They choose the numbers (stars, pictures ) in turns Each correct answer is one point If the group opens the lucky numbers (stars, pictures ), they have one point without having to answer the question 5.1 Ending of the game When they finish answering the question, the group having the most (more) points without making mistakes will win the game 6.1 Steps of design the game 6.1.a Designing common “Lucky numbers”(“Lucky stars”…) game The teacher writes numbers, colours… and “lucky numbers” (lucky colours…) on the extra-board or pieces of papers and asks the leaders of the groups to choose them Groups must the requests as prepared on each numbers, colours they get to have scores If they choose the “Lucky numbers” (“colours”…), they will still have scores without doing the requirements 6.1.b Designing “Lucky numbers”(“Lucky stars”, “Lucky pictures”…) game on the MS Power Point 2003 Teachers should carry out the game “Lucky numbers” as the following steps: (Picture 1) First, notice that whatever forms we design, we should programme skillfully so that students choose any boxes, they will disappear or have a symbol after chosen, which lets students know that box has been chosen in order to avoid mistakes and arguments In fact, this happened to some teachers who are unfamiliar with Trigger Therefore, to as the Picture 1, I carry out designing as follows: For example, in the Picture 1, I have questions and numbers (2 lucky numbers) The game can be designed on the same slide or slides hyperlinked (I use hyperlinked slides This means slides contain questions and answers, slides are lucky numbers and slide is the master slide When students choose the different numbers, hyperlink will run to slides which contain questions or “lucky” of those numbers), then teacher returns to the master slide so that students can continue choosing the numbers Concretely: Page7 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” +Step1: Designing the master slide: Create boxes or any forms which we can insert numbers Click here Picture Picture * Open MS Power Point 2003, from Power Point, open Slide Show, choose Action Buttons and then click the square as the arrow in the Picture We can draw the squares as we like and then there is a hyperlink table Action Settings (Picture 3) We can link to any slides containing questions or “lucky numbers” by choosing Hyperlink to  slide… look for the slides containing questions or “lucky numbers” OK After drawing and linking the boxes, we number them Click the right mouse into boxes, choose Add Text and write numbers on them Do it in turns from number to * Design the symbols  so that students can recognize that the boxes have been chosen Open Drawing, choose AutoShapes  Basic Shapes  click  From Drawing, fill  with colours Next, put  onto numbers Now Picture give effects to  as follows: For instance, we creat effect toin the box number (as Picture 4) Click the left mouse into the symbol , choose Slide Show  Custom Animation  Add Effect  Entrance  Penwheel  OK.(as Picture 5) At the effect of , which we have been made, click as direction and choose Timing (Picture 6) Click here Picture Picture Click here Page8 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” * From Timing, click Trigger Choose Start effect on click of And then look for the address we need to link For example, we are programming the symbol  of the box number 1, we will choose Picture“1”( The symbol  of the box number X, we will choose “X”) We the same for other boxes Click here Picture * At the master slide, we should programme a button to press it when students choose all the numbers This button will link into any slides having the contents we are going to present The symbol can be taken from: Slide Show  Action Buttons We can it as follows (Picture 8): After drawing the button, click the right mouse to it and choose Action Settings  Hyperlink to  Slide… look for the slide we need to link to  OK When presenting, just press this button, it will link to the slide we want Page9 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” +Step 2: Designing other slides: (slides Picture containing questions and lucky numbers) which are linked to the master slide Notes: Each question together with their answers and lucky numbers are designed separately For example, Picture is a slide “Lucky number” We can it as follows: Click the left mouse to the master in the list of slides on the left of the screen, press Enter to create other new blank Click the left mouse slides (as Picture 10) (they depend on how many boxes the game has) In the blank slides, we can make some slides with questions and “lucky numbers” We programme these slides in the same ways as that in the master slide (Picture and 3) Picture 10 Picture 12 Click here Picture 11 For instance, when we create some new slides (as Slide 4, picture 11), choose Slide Show, select Action Buttons and then click the button “reverse” as the arrow in the Picture 11 And there is a table Action Settings (Picture 12) We can link it to the master slide by choosing Hyperlink to  slide… look for the number of the master slide OK Therefore, when showing, if we want to return to the master slide so that students can choose the numbers, just press the button we have programmed Notice that slides containing questions must be given effects in order that the questions will appear before their answers in the next click Avoid the case that questions and their answers appear at the same time We can make other new slides in the same ways as above Page10 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” I Applying the game “Lucky numbers” to teaching some parts in 11 Grade English lessons (Basic curriculum) - Aims: To practice vocabulary, grammatical structures, especially to solve the questions in Tasks of Reading; Speaking; Listening; Writing; Language focus and Test yourself - Time: 7-10 minutes (it depends on the questions) - Teaching aids: Chalks, black board, extra-board, hard covers, or Power Point - Steps: + First, teacher should let students comprehend and answer the questions smoothly in pairs And then, teacher divides the class into teams and starts the games so as to check students’ asking and answering + Teacher gives the rules of the game: Each team can choose and answer the questions in turns After 10 seconds, the team having the correct answer will score point; those who can’t answer the questions or have incorrect answer will have no points and the other will give the answer The team choosing the “Lucky number” will have point without giving the answer + Teacher gives the numbers, controls the activity and asks teams to select the numbers And the leaders give the answers + Teacher corrects the answers and decides on the scores + Teacher consolidates: The team having more scores will win the game * For example: English 11 (Basic curriculum) ( page 68) (The lesson for the examination of the best provincial level teachers) Unit 6: Competitions - Lesson 2: Reading (2) (Task 2) - Aims: Choosing the best answer to the questions in order to solve questions in the Task quickly and effectively - Time: 10 minutes - Teaching aids: Power Point (6 numbers for questions and for “Lucky”) - Steps: + First, teacher should let students comprehend and answer the questions smoothly in pairs And then, teacher divides the class into teams and starts the games so as to check students’ asking and answering + Teacher gives the rules of the game: Each team can choose and answer the questions in turns After 10 seconds, the team having the correct answer will score point; those who can’t answer the questions or have incorrect answer will have no points and the other will give the answer The team choosing the “Lucky number” will have point without giving the answer + Teacher gives the numbers, controls the activity and asks teams to select the numbers And the leaders give the answers + Teacher corrects the answers and decides on the scores + Teacher consolidates: The team having more scores will win the game Page11 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” Picture Picture 13a 13 + Teacher gives the numbers and asks teams to select them (Picture 13) Then teams asked their members to give the answers For example, students choose number 1, press 1, we will have Picture 13a First, click the mouse for the questions After 10 seconds, students will have their answers Second, click the mouse again for the answer keys Teacher decides on the scores and press the button to return to the master slide so that students can choose the other Picture numbers 13b Picture 13c For example, students choose number 2, press 2, we will have Picture 13b, a “Lucky number” Students don’t have to answer the questions but they get one point Then press the button to return to the master slide so that students can choose the other numbers Page12 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” (Picture14) We can other numbers similarly When students have chosen numbers, numbers boxes will be marked with cross symbols automatically The Picture 14 is when students choose up the numbers + Teacher corrects students’ answers and decides on the scores The team having the more scores will win the game + Press the button to link to other slides of the lesson  We can it similarly in the Task – Unit 1: Reading, page 15; Task – Unit 2: Reading, page 24; Task – Unit 3: Writing, page 38; Task – Unit 4: Reading, page 48; Reading – Test yourself A – page 44; Task – Unit 4: Listening, page 51; Task – Unit 6: Reading, page 68; Task – Unit 6: Listening, page 71; Task – Unit 7: Reading, page 82; Task – Unit 7: Listening, page 85; Task – Unit 8: Listening, page 96; Task – Unit 9: Reading, page 102; Task – Unit 9: Listening, page 106; Reading – Test yourself C – page 112; Task – Unit 10: Reading, page 117; Task – Unit 10: Listening, page 119; Reading – Test yourself D – page 134; Task – Unit 12: Reading, page 138; Task – Unit 12: Listening, page 142; Task – Unit 16: Reading, page 180; Task – Unit 16: Speaking, page 181 and Exercises in Language focus lessons  NOUGHTS AND CROSSES I.1- Ways of conducting the game 1.1 Name of the game: “Noughts and Crosses” 2.1 Contents of the game All tasks in the text book as WH questions, sentence making 3.1 Ways of organizing groups Teachers can divide the class into groups Each group appoints a leader who can choose the numbers and ask the members to discuss and give the answers 4.1 Rules of the game Teachers can give more or lucky numbers Each group can choose one time in turns, time allowance can be 10 or 20 seconds If the time is over, this group can’t have the answers, or give incorrect answers, the other can answer the question They choose the numbers in turns until there are no numbers left Both groups must think carefully in order to choose three successive numbers The group having successive numbers will win the game The group not having successive numbers will only get one point for one correct answer The group choosing “Lucky number” will have one point without having to answer the Page13 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” question Each correct answer is one point If the group opens the lucky numbers (stars, pictures ), they have one point without having to answer the question 5.1 Ending of the game The group having successive numbers will win the game or when they finish answering the question, the group having more points without making mistakes will win the game 6.1 Steps of design the game 6.1.a Designing common “Noughts and Crosses” game The teacher writes numbers and “lucky numbers” on the extra-board or pieces of papers and asks the leaders of the groups to choose them Groups must the requests as prepared on each numbers they get to have scores If they choose the “Lucky numbers”, they will still have scores without doing the requirements 6.1.b Designing “Noughts and Crosses” game on the MS Power Point 2003 Teachers should carry out designing the game “Noughts and Crosses” mainly the same as doing “Lucky numbers” as the following steps: +Step1: Designing the master slide: Create boxes or any forms which we can insert numbers (Picture 15) (Picture15) * Open MS Power Point 2003, from Power Point, open Slide Show, choose Action Buttons and click the square as the arrow in the Picture 16 We can draw the squares as we like and then there is a hyperlink table Action Settings (Picture17) We can link to any slides containing questions or “lucky numbers” by choosing Hyperlink to  slide  look for the slides containing questions or “lucky numbers” OK After drawing and linking the boxes, we number them Click the right mouse into boxes, choose Add Text and write numbers on them Do it in turns from number to Picture 16 Click here Picture 17 * Design the symbols  and  so that Picture 18 students can recognize that the boxes have been chosen and they can modify For instance, we creat effect tothe two groups’ scores ( is for Group A and  in the box number (as and  is for Group B) Picture 18) Open Drawing, choose AutoShapes  + Click the left mouse into the Basic Shapes  click  and  From symbol , choose Slide Show  Drawing, fill  and  with colours Next, Page14 put  andLª9§×nh  onto numbers Now X«_The Teacher of English at Le Viet Tao High School give effects to  and  as follows: Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” Custom Animation  Add Effect  Entrance  Penwheel  OK.(as Picture 19) At the effect of , which we have been made, click as direction and choose Timing (Picture 20) Click here Picture 19 Picture 20 Click here From Timing, click Trigger Choose Start effect on click of And then look for the address we need to link For example, we are programming the symbol  for Clickchoose here “B” OK group B, we will (Picture 21) We the same for other  symbols Picture 21 Picture 21 + Click the left mouse into the symbol  and move it to the symbol  We create effect to  similarly to  above * At the master slide, we should programme a button to press it when students choose all the numbers This button will link to any slides having the contents we are going to present The symbol can be taken from: Slide Show  Action Buttons We can it as follows (Picture 22): After drawing the button, click the right mouse into it and choose Action Settings  Hyperlink to  Slide… look for the slide we need to link to  OK When presenting, just press this button, it will link to the slide we want Page15 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” Picture 22 +Step 2: Designing other slides: We can design other slides of “Noughts and Crosses” the same as the ones of “Lucky numbers”, presented above (On the page and 10) Click right mouse here I Applying the game “Lucky numbers” to teaching some parts in 11 Grade English lessons (Basic curriculum) - Aims: This is noughts and crosses game most students can play Therefore, using this game will help weak students have chances to choose the numbers and concentrate interestingly on learning English, especially, practicing vocabulary, grammatical structures and solving questions in Tasks of Reading; Speaking; Listening; Writing; Language focus and Test your self (It is suitable for the tasks containing or more questions) - Time: 10 - 15 minutes (it depends on the questions) - Teaching aids: Chalks, black board, extra-board, hard covers, or Power Point - Steps: + First, teacher should let students comprehend and answer the questions smoothly in pairs And then, teacher divides the class into teams (Team A and Team B) and gives them a symbol ( for A, and  for B) and starts the games so as to check students’ asking and answering + Teacher gives the rules of the game: Each team can choose and answer the questions in turns After 10 seconds, the team having the correct answer will score point; those who can’t answer the questions or have incorrect answer will have no points and the other will give the answer The team choosing the “Lucky number” will have point without giving the answer (There might be no lucky numbers It depends on the questions of the task However, there must be at least numbers) The group having successive numbers will win the game The group not having successive numbers will only get one point for one correct answer + Teacher gives the numbers, controls the activity and asks teams to select the numbers And the leaders give the answers + Teacher corrects the answers and decides on the scores + Teacher consolidates: The team having successive numbers or more scores will win the game Page16 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” * For example: English 11 (Basic curriculum) ( page 21) Unit 1: Friendship - Lesson 5: Language focus (Exercise 2) - Aims: Rewriting sentences in the exercise with the given words so that they stay the same meanings to practice grammar: Infinitive without TO after some verbs - Time: 13 minutes - Teaching aids: Power Point (8 numbers for questions and number for “Lucky”) - Steps: + First, teacher should let students comprehend and rewrite sentences smoothly in pairs And then, teacher divides the class into teams (Team A and Team B) and gives them a symbol ( for A, and  for B) and starts the games so as to check what students have done + Teacher gives the rules of the game: Each team can choose and answer the questions in turns After 10 seconds, the team having the correct answer will score point; those who can’t answer the questions or have incorrect answer will have no points and the other will give the answer The team choosing the “Lucky number” will have point without giving the answer (There might be no lucky numbers It depends on the questions of the task However, there must be at least numbers) The group having successive numbers will win the game The group not having successive numbers will only get one point for one correct answer + Teacher gives the rules of the game: Each team can choose and answer the questions in turns After 10 seconds, the team having the correct answer will score point; those who can’t answer the questions or have incorrect answer will have no points and the other will give the answer The team choosing the “Lucky number” will have point without giving the answer + Teacher gives the numbers, controls the activity and asks teams to select the numbers And the leaders give the answers + Teacher corrects the answers and decides on the scores + Teacher consolidates: The team having successive numbers or more scores will Picture 23 Picture 23a win the game + Teacher gives the numbers and asks teams to select them (Picture 23) Then teams asked their members to give the answers For example, students choose number 2, press 2, we will have Picture 23a, a “Lucky number” Students don’t have to answer the questions but they get one point Then, press the button to return to the master slide so that students can choose the other numbers At thee master slide, one important thing to is press A or B so that  or  will appear For instance, team A has chosen number 4, we will press A at the master slide in order that  will appear and vice versa Page17 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” Picture 23b For example, students choose number 9, press 9, we will have Picture 23b, a number for a question First, click the mouse for the questions After 10 seconds, students will have their answers Second, click the mouse again for the answer keys Teacher decides on the scores and press the button to return to the master slide so that students can choose the other numbers At thee master slide, one important thing to is press A or B so that  or  will appear For instance, team B has chosen number 9, we will press B at the master slide in order that  will appear and vice versa We can the same for other numbers Picture 24 + When students have chosen a number, Picture 25 teacher should press A or B so that  or  will appear Picture 24 is the one that students have chosen up all the numbers Team B has points so they are winners Picture 25 is the one that students haven’t finished the numbers yet but team B is still the winner because they have uccessive numbers + Press the button to link to other slides of the lesson + Teacher corrects students’ answers and decides on the scores The team having the more scores will win the game  We can it similarly in the Task – Unit 3: Reading, page 34; Task – Unit 3: Listening, page 37; Task – Unit 6: Speaking, page 70; Task – Unit 8: Reading, page 92; Task – Unit 13: Reading, page 148; Task – Unit 15: Page18 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” Reading, page 168; Task – Unit 15: Listening, page 173 and Exercises in Language focus lessons II- RESULTS Since I applied these methods to teaching English at the beginning of the school year 2016-2017, I have realized most students have worked harder, expressed more ideas, become more active and got more interested in the lessons In the lessons designed with these games, I have been keen on teaching English; students have had chances for both learning and relaxing, therefore, most of them have effectively taken part in the activities of the lessons I can see almost students have understood the lessons and had ability of practicing teacher’s requests In group activities, students have felt more self confident and they can help each other and especially had more satisfactory results despite the fact that they are the students of Le Viet Tao, the Old Semi-State School After using the techniques of games, I had the results of the survey from the class: 11B, 11D and 11E at the end of the school year 2016 - 2017: Listening Reading Badly Well Badly Language focus Writing mastered mastered mastered Well Number Number Speaking mastered classes of of Well Badly and students students mastered mastered classes Applied and and Q % applied applied 11B 40 30 75 Q % Q % 11A 40 77 22 11D 38 30 80.0 5 11E 43 34 79 11D 38 80.0 20.0 0 Total 121 94 77.6 11E 43 74 11 25 Total 121 76.8 28 23 Well and mastered applied and Q % applied 10 25 Q % 32 80.0 20.0 21.0 33 86.8 27 34 99 Badly and mastered applied and Q % applied 31 77 Q % 20.0 31 81.5 33 76.7 13 95 78.5 21.0 22 79 81.8 22 18.1 Well Badly and mastered mastered applied and and Q % Applied applied 22.5 Q % Q % 30 75 10 25.0 18.5 10 23.3 29 76 23.7 26 21.4 32 74 11 25.6 91 75 30 24.7 (* Note: Q: Quantity) As shown from the table of statistics above, we can see that the qualities of the subject have changed dramatically in all skills They are much higher and better than those at the beginning of the school year 2016-2017 Especially, there were the best students in the exam for the Best Students in this early May Up to now, there’s been enough evidence to affirm that some games on The MS PowerPoint 3003 have resulted in much effect in teaching Grade 11 English lessons From my point of view, if we use these Games on Power Point widely in other classes or grades, I have strong belief that we will also be successful C- RELEVANT LESSONS To have good results in teaching English, teachers should be responsible and enthusiastic; enjoy teaching; love students; prepare lessons carefully; define exact focuses, aims and objectives of lessons; know how to use suitable methods in certain lessons flexibly in accordance with students’ abilities Besides, teachers should usually use new techniques instead of out-of-date ones in order for students not to feel bored On the other hand, teachers should know how to use and take advantages of the teaching aids such as projectors, pictures, cards, hand-outs, real things…to motivate students to learn and help them to practice their listening, Page19 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” speaking, reading and writing skills In addition, teachers should look for and pick up information related to the lesson about culture, country…to introduce to students so that they can understand more easily and remember longer D- CONCLUSIONS I have owed the ideas of the “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” that I have mentioned above to the process of teaching, searching, and thinking for ages Those are based on the Ministry of Education and Training’s policy of reforming methods of teaching-learning By way of conclusion, there are many methodologies of teaching English, and each teacher has her/his own methodology of teaching but the characteristics of teaching through language Games are the same in any languages The final purpose of every English teacher is to help students to be good listeners, speakers, readers, and writers in any languages From the satisfactory results mentioned above, I have been encouraged to express my ideas bravely This methodology is about how to stimulate students to learn Grade 11 English lessons actively, positively and effectively through two language Games “Lucky numbers” and “Noughts and Crosses” Personally, I have wondered if it is regarded as a perfect and effective methodology, therefore, I would like teachers to contribute your sincere ideas so that we will have perfect and suitable methods of teaching English in accordance with the education reform of Ministry of Education and Training Thank you very much! LEADER’S CONFIRMATIONS (Xác nhận lãnh đạo nhà trường) Thanh Hoa, May, 15th 2017 I strongly ensure this is my own work Writer Lê Đình Xô Comments of The Scientific Council at Leviettao high school (Ý kiến nhận xét Hội đồng khoa học trường THPT Lê Viết Tạo) …………………………………………………………………………………………………… …………………………………………………………………………………………………… …………………………………………………………………………………………………… …………………………………………………………………………………………………… …………………………………………………………………………………………………… Page20 Lª §×nh X«_The Teacher of English at Le Viet Tao High School Methodology: “Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons” …………………………………………………………………………………………………… …………………………………………………………………………………………………… …………………………………………………………………………………………………… REFERENCES How to use language games to teach English - by Andrew Wright, David Betteridge and Michael Buckby Cambridge University Press, 1984 Ur, P 1996 A Course in Language Teaching: Theory and Practice Great Britain: Cambridge University Press Practical handbook of language teaching (David Cross) A course in language teaching - Practical and Theory (Penny Ur), Cambridge university press Adrian Doff, Teach English - Cambridge University Press - 1997 (English language teaching training protect), The Methodology Course English language Teaching Methodology by Ministry of Education and Training, 2003 Jeremy Harmer, How to teach English - Oxford University Press - 2002 Teachers book, text book Grade 11 by Ministry of Education and Training, 2007 10 Hadfield, J (1996) Elementary communication games Longman: Addison Wesley Longman Ltd 11 MS Power Point XP by Ha Noi University of general technology 12 Techniques of using Trigger for Games on Power Point 2003 by Ross McBride - Career Teacher, Administrator, Coach Link to Professional Teaching Page English Classes in Washington DC F-1 Visa, AM and PM Classes (Internet, 2010) Page21 Lª §×nh X«_The Teacher of English at Le Viet Tao High School ... Methodology: Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons I Applying the game “Lucky numbers” to teaching some parts in 11 Grade. .. effectively Grade 11 English lessons Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons for my own Seminar on methodology... Techniques of using Trigger on the MS PowerPoint 2003 in designing Games to teach effectively Grade 11 English lessons A- PREFACE I REASONS FOR CHOOSING THE THEME 1-Theoretical basis: It’s the

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