打机学英文.pptVIP

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打机学英文

Background Game produced by the industry together with the school English lessons? Teachers find students lack of motivation in learning English vocabularies Teachers want to bring in an interactive learning tool Teachers have to teach form one students English vocabs according to the unit theme Design Teacher provide us with the vocabulary list according to the syllabus Designers and gaming professionals talk to the teachers Discuss and understand the goal of the game and what the teachers want students to achieve: picture + word association Design convenient store Customers come in asking for specific items in their desire bubble Players as a the shopkeeper and direct customers to the appropriate location demo Game play Customers desire bubble: Lower levels: pronunciation and spelling Middle levels: spelling only High levels: pronunciation only Game play More items are added in each level Different types of customers with different special characteristics are introduced in each level Game play Students have to match the word/pronunciation with the correct picture Reports after each round showing words players matched successfully and words players failed to match. Presentation 1. Using video games as a teaching tool 2. Students’ difficulties in learn English 3. Introducing “Store Frenzy” 4. Research and result 5. Conclusion Applying in the classroom 5 form 1 classes from a CMI school 104 students , 5 English teachers involved students are given netbook computers 15-20 mins game play in class teachers do recap and debriefing with the students each time Applying in the classroom Approach 1: introduce the game before teaching the vocabularies (pre-test ? game ? post-test) Approach 2: introduce the game when teaching the vocabularies (pre-test ? game + teaching ? post-test) Pre-test and post-test Same test paper for both tests Matching format : to test if the students can associate the picture

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