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Communicative activities

  • The motivation of the activity is to achieve some outcome using language
  • The activity takes place in real time
  • Achieving the outcome requires the participants to interact – listen and speak
  • Because of the spontaneous interaction the outcome is not predictable
  • There is no restriction to the language used

 

1. Jigsaw activities

2. Surveys (more elaborate versions of milling activities)

3. Blocking games – bringing in the element of unpredictability into a standard conversation

4. Guessing games

5. “The Onion” - the chairs are arranged in circles – the inner circle is facing the outer circle, the students of the outer circle move round one chair so that they have a new partner

6. Reconstructing a story behind a headline.

7. 4-3-2 activity: the students are allowed less time with each attempt to do a task (to retell a story)

8. Role-plays

9. Dramatising activities

10. Discussions and debates

Story-telling activities

Guess the lie: Learners tell each other three short personal anecdotes, two of which are true in every particular, and the third of which is totally untrue (but plausible). The listeners have to guess the lie– and give reasons for their guesses. They can be allowed to ask a limited number of questions after the story.

Chain story: in groups the learners take turns to tell a story, each one taking over from, and building on, the contribution of their classmates, at a given signal from a teacher.

Discussion cards:the teacher prepares in advance sets of cards (one for each group) on which are written statements related to a pre-selected topic. In groups one student takes the first card, reads it aloud and they then discuss it for as long as they need, before taking the next card. If a particular statement doesn’t interest them they can move on to the next one. The teacher should decide at which point to end the activity.

Guessing games

In the games such as “What’s my line?”one learner thinks of a job and the others have to ask yes/no questions to guess what it is. It provides ideal conditions fro automating knowledge (Do you work indoors or outdoors? Do you work with your hands? Do you wear a uniform?).

The game takes place in real time, so there is an element of spontaneity and the focus is on the outcome (not the language being used to get there).

Other games: What sort of animal am I? Who am I? (One player thinks of a famous person, alive or dead) The basic format of this game can be applied to almost any topic.

The onion. If the number of students in the class is not more than about twelve, they can be divided into two equal groups. As many chairs as there are students are arranged in the centre of the classroom in two circles, the outer circle facing the inner circle.

The students sit opposite one another and perform their speaking task e.g. telling their partner about the current worry and getting advice. The students in the outer circle then move round one chair so that they have a new partner, and the activity is repeated.



4-3-2– in this pairwork format, the objective is to retell a story or monologue within a time limit that decreases at each retelling, thereby encouraging greater automaticity.

Students are paired and take it in turns to do a monologic speaking task, e.g. recounting a story or explaining the process, based on picture prompts, or summarising the text they have just read. For the first telling the speaker is allowed four minutes, the second time they have to achieve the same degree of detail only in three minutes etc.


Date: 2015-12-18; view: 805


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