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Warming up as a stimulating indicator in developing oral skills.docx
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1.2 Warming up as a challenging indicator at the English lesson, the examples of warming up. Beneficial strategies in executing warming up in lessons

Foreign methodologists believe that ‘Warming-Up’ is an activity at the beginning of a lesson (usually no more than 5-10 minutes). It has two goals: the first is to help students enter the language environment after they come to an English lesson after studying other school subjects, to tune in to communicate in English; the second is to give students a positive attitude for the rest of the lesson [17,18,19].

When determining the content and choosing forms of speech charging, the author of his lesson can be guided by the following rules:

  • Come up with the beginning of the lesson to make students want to speak English.

  • Associate voice exercises with the tasks of the lesson.

  • Remember that speech exercises, completely unsupported by the subsequent course of the lesson, simply lose their meaning. It is necessary to make sure that voice charging is not a “foreign body”.

  • It is advisable to prepare several options for voice charging. And the chosen option will depend on the circumstances that the teacher will face when entering the class. Pupils can be tired, passive or, conversely, overly excited.

There are many types of ‘Warming-up’:

  • drama;

  • discussion;

  • exchange;

  • grammar

  • to remember;

  • energizers

Examples of game workouts in an English lesson

Grammatical

1. Magic thing

The purpose of this workout is to work out the use of the verb to be with names, size, color, age; the verb has got, hasn't got, can, like.

One student goes to the blackboard and begins to draw part of his magic thing, while the rest of the group asks him leading questions, trying to guess what it is. You can only ask questions that require a yes / no answer, for example: Is it a flower? Is it a moon? No, it isn't ...

The one who guesses the thing becomes the next participant. The one who painted should tell about his magic thing, for example: My magic element is a kite. It is Kats. It's big. It's blue and orange. It has got two eyes. It can fly. It can sing. It can dance. It can't swim. It likes hamburgers butit doesn't like hotdogs [21].

2. Robot

Three participants are needed for this warm-up: one plays a robot, the other plays a buyer, the third plays a seller. Each of them performs its function. For example: a buyer wants to buy a robot to help in the house. The seller calls the robot and gives him instructions. The robot must greet the seller, introduce himself, spell the name, name the age, country, name and show what he knows or cannot do.

The purpose of this warm-up is to learn how to ask and answer questions correctly. This warm-up is suitable for fixing any grammatical structures. Questions can be prepared for students in advance, or you can invite them to make questions themselves. Participants stand in a circle, but questions are not asked to the neighbor, but to the one who stands behind him. Anyone who gets confused or does not answer their question leaves the game [20].

Memory training

3. Imperial cat

The English alphabet is written on the board. Below it is a cat and the inscription 'The Emperor's cat is an .... .... cat.' Students are then encouraged to recall as many adjectives as possible. The warm-up is as follows: the first student says: 'The Emperor's cat is an awful cat'. The second continues: 'The Emperor's cat is an awful and beautiful cat.' The third says: 'The Emperor's cat is an awful, beautiful and Chinese cat.' And so on for all the letters of the alphabet [22].

Energizers

4. Hot potato

The goal of the game is to show what is happening with facial expressions and gestures. The students sit in a circle, the task is given to transfer a certain subject to each other. For example: the teacher says ‘You hold a hot potato’, the students must quickly transfer the potatoes, while showing that they are hot. Then you can continue: glass of water, ice, baby, etc [23].

5. Chairs

10 chairs are arranged in a circle. Students sit on them. In the center is a presenter who gives instructions. For example: ‘Everyone with blond hair change your sit’. Everyone who suits this instruction should change. After each instruction, one chair is removed. The goal of the game is to stay in it as long as possible [24].

6. Ping pong

Students are divided into two teams and sit on chairs in two lines, opposite each other. The teacher names the word to be spelled. The first member of the first team says the first letter, continues the first member of the second team, and so on, until someone makes a mistake. Anyone who made a mistake leaves the team. The team whose player remains the last wins [25].

Discussion

7. Digital conversation

Students are given any topic for discussion, but when discussing this topic, five different numbers must be said: date, price, phones, time, sizes, etc [26].