Overview: The process of education must be accompanied by the school activities that help to enrich the process of teaching, presentation and learning inside the class and outside the classroom. Students learn through their participation in the attainment of knowledge by gathering information and processing it by solving problems and articulating what they have discovered. Each activity below provides students with opportunities to deepen their learning by applying concepts and articulating new knowledge and many of these activities also provide the instructor feedback about the students’ learning. Definition: Classroom activities are activities done by student inside the class as part of applying or doing the practical part of the lesson after listening to the theoretical part which is presented by the teacher. Activities outside class enable learners to explore more knowledge through visiting libraries , responding to and using the environmental realia, using electronic programs and accessing to the relevant sites of the internet . The term "Classroom activities" applies to a wide range of skill-based games, strategies and interactive activities that support students' educational development. The goal of all activities is to enhance students' understanding, skill or effectiveness in a specific area by engaging multiple styles of learning. School activities also serve to infuse fun into learning as well as bolster student confidence and the ability to think critically. A good design of classroom activities could not only help the students handle the relationship of “input” and “output” during their speaking process, but also mobilize the interaction between teachers and students inside the classroom. This design is, guided by the Task-based teaching method, based on the correct choice of teaching content and reasonable arrangements for classroom tasks, and with a variety of classroom activities, to stimulate the students’ interest and successfully complete the speaking process in the oral course classroom. It’s helpful to both the students and the teachers to make satisfying achievements for the teaching task. Calssification of "CCA": Subject-Based Activities Each discrete subject has a series of topics that can be taught or reinforced through activities in which students directly apply knowledge and information to discover meaning. For instance, educators may use role play in a social studies class in which students act out opposing sides of an issue to better understand the content. In earth science, a teacher may initiate a search and discovery activity in which students identify real world phenomenon they have studied. Technology-Based Activities There are numerous Internet and computer-based activities that allow students to experience multimedia learning of subjects such as math and science. These kind of activities include media literacy and software and hardware design projects. Career-Skills Activities Often used in secondary education, career skills activities function as a method to prepare students for the world of work. Typically, there is little time for activities focusing on career skills within the normal school day, but out-ofschool time and after-school programs can provide this level of learning. Collaboration Activities Post high school, however, an individual's success relies largely on her ability to work with others. Collaboration activities cultivate skills such as team work, communication and tolerance. These activities are non academic in nature, interactive and enjoyable. Activities inside the class: 1-Pair Work: The idea of pair work is to improve listening and speaking skills by requiring students to exchange information with each other. Dialoguing with one's self and dialoguing with others are implemented in pair work. Pair work should always be accompanied by some sort of ‘test’ to ascertain whether or not information really has been exchanged. Pair work strengthens the learner's self-confidence and self-esteem. It develops critical thinking Pair work can be seen when 2 learners do a conversation, an interview or a debateinside the class. The 2 learners participate in exchanging personal ideas to solve a problem. The can play the role of evaluation. Activities which lead to pair work: Roll the ball This can be used to practise any language that requires a question/answer pattern. They can roll the ball to each other and have to say the appropriate sentence as they roll the ball. E.g. “Hello” “Hello” “What’s your name?”" How are you today?"....... etc. Remember the sentences they practice should be fairly short. Information gap Give each pair a picture. The pictures should be nearly the same with two or three elements missing from each picture. Without showing each other the pictures they should describe the missing objects. They will practice color, prepositions of place, and adjectives such as big, small… Then they can compare their pictures. Telephone conversations Sitting back to back they can practice telephone language or just simple exchanges that don’t have to be connected to the telephone itself. Sitting back to back should arouse their interest and help train them with listening skills. It’s a challenge, but a fun one! Pair work benefits: 1-It enriches the skills of listening and speaking. 2- It creates fun and allows the teacher to use games, increase learners' motivation and concentration. 3-If the whole class work in pairs, this will increase learners' attention. 4- It is used in error correction. 5- It increases language fluency. 6 - It is used as an exam practice. 7-It increases the class dynamics as it enriches communication. 8-It offers intensive, realistic practice in speaking and listening. 9-It promotes a friendly classroom ambiance that is conducive to learning. 2-Group Work: The basic teacher finishes the theoretical part of the lesson . He claps with hands to refer to the practical part. Pupils are divided into groups. Each group gathers according to its interest . Group A gathers together as all its members like to do a research through accessing to the internet. Group B members gather to practise their design activities through using the material available to make some designs of wood, cartoon, paper and so on. Group C members gather to do their research through watching relevant video films , CDS or through listening to a cassette tape Group D members gather to hold a small meeting to arrange their agenda to do an actual visit to the actual fiend in the environment around to gather data abut the lesson assigned. They will come back after certain period to do an interview with the classmates. The teacher will witness, watch and evaluate. The classmates will become the inter viewers and 2 friends of the group will be the interviewees. The interviewees will be asked by the classmates about: 1- The resources of their task 2- The tools used in their task. 3- The role played by the assistant teacher for each group. 3-Co-operative learning: It is a successful teaching strategy in which small teams, each with students of different levels of ability, use a variety of learning activities to improve their understanding of a subject. Each member of a team is responsible not only for learning what is taught but also for helping team mates learn, thus creating an atmosphere of achievement. Students work through the assignment until all group members understand and complete it. Electronic programs: Learners can learn through electronic programs like: the Hotpotatoes program. This program is used for presenting vatious exercises of: ( j.match, J.mix, J.cross, J.puzzle and J.close.) Co-operative learning results: All group members: gain from each other's efforts. recognize that all group members share a common fate. (We all sink or swim together here.) know that one's performance is mutually caused by oneself and one's team members. (We can not do it without you.) feel proud and jointly celebrate when a group member is recognized for achievement. (We all congratulate you on your accomplishment!). The Role-Play Classroom Activity: The ultimate goal of language teaching is to develop students' Verbal Communication Competence. Verbal practice is the crucial factor of Verbal Communication Competence construction. Communicative Classroom Activities are important classroom forms for verbal practice which are concerned by many language education workers. Role Play Classroom Activity is one of the most commonly used Communicative Classroom Activities which is an excellent way for developing students' Verbal Communication Competence because it can create simulating real-life situations in classroom. However, currently there are some problems with the theoretical research and practice of Role Play Classroom Activity, which handicaps its teaching effectiveness. This thesis makes a theoretical and practical exploration towards the application of Role Play Classroom Activity in Chinese Teaching. We discuss how to use Role Play Classroom Activity to develop students' Chinese Communication Competence. After theoretical analysis and classroom observation we find that the problems of Role Play Classroom Activity lie mainly in design, organization and evaluation. So our research will focus on these areas with the purpose of resolving these problems and finding out the way to optimize the teaching effectiveness of Role Play Classroom Activity. 4-Other activities inside class: 1- The learner can listen and answer exercises in his workbook. 2- The learner can listen to a tape and speak. 3- The learner can listen to a situation and answer questions. 4- The learner can read, think and answer and he learner can read a passage or a topic and write a report. 5- The learner can listen, imagine and guess. 6-The learner can think, compare and evaluate. 7-The learner can correct others' mistakes through pair work. 8-The learner practices critical thinking through group work . 9-The teacher can do interaction with his learners to enable them to participate in learning. 10-The teacher enables learners to share in actual situations 11-The teacher enables the learner to express his opinions and solutions to the problems. 12-The learners answer puzzles, sing learning songs with jazz music and do:( Interactive games, Card games, Classic games, Miming games and quiz games ). 13- The learner understands, draws , paints and designs real things out of the available teaching material. 14- The learner can consult a dictionary, an encyclopedia, listen to a tape and watch a video tape , a CD or a power-point program. 15- The teacher gives the learners the chance to listen, see, listen and see, watch teaching films and overhead projectors, demonstrate, act the roles, exchange roles to illustrate the learning process and change the theoretical tropics into real and actual situations. 16- The learner must think, pair, share, notice, observe, agree with, disagree with,dialogue with himself and with his peers . 17- How wonderful if the teacher transfers the outer environment into class as real things to be used in learning. 18-The learner can learn through doing, dialoguing, discussion, debates and conferencing. 19-The learner transmits what he learns to others through the principle of learning through teaching. 20-The role of the teacher becomes the rol of a facilitator, a monitor, a guide and an adviser. Examples: Entry/Exit Tickets Entry & Exit tickets are short prompts that provide instructors with a quick student diagnostic. These exercises can be collected on 3”x5” cards, small pieces of paper, or online through a survey or course management system. Entry tickets focus student attention on the day’s topic or ask students to recall background knowledge relevant to the day’s lesson: e.g., “Based on the readings for class today, what is your understanding of ___________?” Exit tickets collect feedback on students’ understanding at the end of a class and provide the students with an opportunity to reflect on what they have learned. They can be helpful in prompting the student to begin to synthesize and integrate the information gained during a class period. For example, a muddiest point prompt: “What was the muddiest point in today’s class?” or “What questions do you still have about today’s lecture?”. Free Writing/Minute Paper: These are activities that prompt students to write a response to an open question and can be done at any time during a class. Writing activities are usually 1-2 minutes, and can focus on key questions and ideas or ask students to make predictions. These activities give students the opportunity to organize their own thoughts, or can be collected by the teacher to gain feedback from the students. Advantages include developing students’ abilities to think holistically and critically, and improving their writing skills. Ice Breakers Ice Breakers are low-stakes activities that get students to interact and talk to each other, and encourage subsequent classroom interactions. They can be useful at the beginning of the semester: for example, asking students to introduce themselves to each other and what they would like to learn in the course. Advantages of icebreakers include: participation of each student, the creation of a sense of community and focusing students’ attention on material that will be covered during the class period. Think–Pair–Share This type of activity first asks students to consider a question on their own, and then provides an opportunity for students to discuss it in pairs, and finally together with the whole class. The success of these activities depends on the nature of the questions posed. This activity works ideally with questions to encourage deeper thinking, problem-solving, and/or critical analysis. The group discussions are critical as they allow students to articulate their thought processes. The procedure is as follows: 1. Pose a question, usually by writing it on the board or projecting it. 2. Have students consider the question on their own (1 – 2 min). 3. Then allow the students form groups of 2-3 people. 4. Next, have students discuss the question with their partner and share their ideas and/or contrasting opinions (3 min). 5. Re-group as a whole class and solicit responses from some or all of the pairs (3 min). Case Studies and Problem-Based Learning Case studies are scenarios that apply concepts learned in class to a “real-life” situation. They are usually presented in narrative form and often involve problem-solving, links to course readings or source materials, and discussions by groups of students, or the entire class. Usually, case studies are most effective if they are presented sequentially, so that students receive additional information as the case unfolds, and can continue to analyze or critique the situation/problem. Guiding questions lead students through the activity. The questions should be designed to develop student’s critical thinking by asking students to distinguish between fact and assumptions, and critically analyze both the process they take in solving the case study as well as the solution itself. Example questions include: What is the situation? What questions do you have? What problem(s) need to be solved? What are some solution strategies? Evaluate pros/cons and underlying assumptions of these strategies. What information do you need? Where/how could you find it? What criteria will you use to evaluate your solution? There are many collections of case studies publically available in a variety of disciplines. Problem-based learning activities are similar to case studies but usually focus on quantitative problems. In some cases the problems are designed to introduce the material as well as provide students with a deeper learning opportunity. Debate Engaging in collaborative discourse and argumentation enhances student’s conceptual understandings and refines their reasoning abilities. Stage a debate exploiting an arguable divide in the day’s materials. Give teams time to prepare, and then put them into argument with a team focused on representing an opposing viewpoint. Advantages include practice in using the language of the discipline and crafting evidence-based reasoning in their arguments. Interview or Role Play Members of the class take the part or perspective of historical figures, authors, or other characters and must interact from their perspective. Breakdown the role play into specific tasks to keep students organized and to structure them so that the content you want to cover is addressed. Preparation work can be assigned for outside of class, so clearly communicating your expectations is essential. Advantages include motivation to solve a problem or to resolve a conflict for the character, providing a new perspective through which students can explore or understand an issue and the development of skills, such as writing, leadership, coordination, collaboration and research. Interactive Demonstrations Interactive demonstrations can be used in lectures to demonstrate the application of a concept, a skill, or to act out a process. The exercise should not be passive; you should plan and structure your demonstration to incorporate opportunities for students to reflect and analyze the process. 1. Introduce the goal and description of the demonstration. 2. Have students think-pair-share (see above) to discuss what they predict may happen, or to analyze the situation at hand (“pre-demonstration” state or situation). 3. Conduct the demonstration. 4. Students discuss and analyze the outcome (either in pairs/small groups, or as a whole class), based on their initial predictions/interpretations. Jigsaw A Jigsaw is a cooperative active learning exercise where students are grouped into teams to solve a problem or analyze a reading. These can be done in one of two ways – either each team works on completing a different portion of the assignment and then contributes their knowledge to the class as a whole, or within each group, one student is assigned to a portion of the assignment (the jigsaw comes from the bringing together the various ideas at the end of the activity to produce a solution to the problem). In a jigsaw the activity must be divided into several equal parts, each of which is necessary to solving a problem, or answering a question. Example activities include implementing experiments, small research projects, analyzing and comparing datasets, and working with professional literature. . de class and outside school: learners investigate knowledge by themselves through : 1- Independent learning and answering the investigating questions starting with question words like ( what, why, how, how come, where, when ) through self-exploration and navigation. 2-Visiting the school library to do researches. 3-Visiting the school science laboratory to do experiments and see practical results to find solutions to the problems. 4-Touring the internet sites to gather more knowledge. 5-Visiting the community to listen to the people in real life and see the role of society and environment to reach the right objective. 6-Holding actual meetings with people in charge . 7- Sharing in the school broadcast, projects and exhibitions. 8-Watching teaching TV programs or data show programs. 9-Completing the process of learning through adding the personal experiences to solve the problem in a kind of a strategy called constructivism. 10-Sharing in school parties and journeys to museums and real place of real knowledge. 11-Having the chance to think, create and innovate to serve his society. 12- The class changes from a classroom into a place of an assembly of some promising scientists and experts. 13- One day, Mr President, Bell Clinton called for establishing green schools as a step to serve the whole community. This great call spreaded all over the USA states. 5-Evaluation: The basic teacher with the help of the assistant teachers give grades to each work. The evaluation focuses on the efforts made, the spirit of the collaborative work among the group members: ( Leader, organizer, timer, writer, evaluator, dictator and a presenter ). Group B members can interview Group A members' work or project in a form of a debate to evaluate other groups' work in a way of critical thinking. Also, group D members can interview group C members' work in the same way. The teacher monitors, motivates, encourages and guides. 6-Rewards: Each brilliant work can be rewarded through a small festival as a kind of motivation to the learners to go on achieving more and more progress and competition. The benefits: 1-The learners learn about the spirit of co-operation 2-They learn about the significance of sharing. 3-This work creates a kind of competition among learners and groups. 4-They create an atmosphere of imagination 5-They create the spirit of innovation , creation and participation. 7-The Results: This kind of education, accompanied by these classroom activities creates a generation of scientists, inventors, writers, poets, thinkers, experts and witty people that can give a hand in the country developmental reform. Action Race: This is a fun game using actions. Use actions like jump, hop, clap, run etc. Have the students split into two teams and sit in lines with a chair by each team and one chair at the other end of the room. One S from each team stands next to their chair and teacher calls an action, e.g. "Jump". Students must jump to the chair on the other side of the room and back, sitting down in their chair students say "I can jump". First one to do it gets their team a point. (Submitted by Gareth Thomas). Adverb Action: Teacher writes on the board an activity like "brush your teeth." S/He picks one student, they come to the front of the class. The teacher then shows the S a card with an adverb written on it, such as "slowly". The chosen student then does the activity in the way of the adverb. The other students have to guess the adverb. The one who guesses right gets a point and mimes the next action which the teacher writes on the board. To help them you can give them a list of options, if you think they need some help. (Submitted by Libby McArthur). Airplane competition: First, have your students make some paper airplanes. Stand the students in a line and let them test fly their planes. For the competition, assign different classroom objects points (e.g. table 5 points, door 10 points, trash can 20 points). Ask a S a question and if s/he answers correctly then s/he can throw and try to hit one of the target objects to win points. This works well as a team game. Apple Pass: Have all students sit in a circle. Use a fake apple and toss it to one S. But you must say one English word as you pass. The S then throws to another S and says a different English word. If the student you threw it to drops it, he/she is out. And the game keeps going until you have one winner. It can be played with different categories, such as Food, Animals, Etc. My students love it! (Submitted by Kim.S.). Art Gallery: This is a great activity for reviewing vocab. Draw enough squares on the board for each S to be able to draw in. Have the students write their names above their squares. Teacher calls out a word and the students draw it (could be simple nouns e.g. "dog, bookcase, train", verb structures e.g. "draw a man running, eating cake, sleeping") or adjectives ("draw a big elephant, an angry lion, an expensive diamond ring"). For each S give a score for his/her picture, and then move on to the next picture. The S with the highest score at the end is the winner. Attention: Call out commands such as: Attention, salute, march in place...stop, sit down, stand up, walk in a circle, clap your hands...stop, run in place...stop, jumping jacks...stop, swim in place....stop, etc. At first students will copy you but later they should be able to do the commands without you. (Submitted by Tania Bibbo). Backs to the Board Game: This one is good for higher level kids. Make two teams and stand one S from each team in front of the board, facing away from it. Write a word or draw a picture on the board (e.g. "hamburger") and the students have to explain that word to their team member (e.g. you can buy it in McDonalds, it's got cheese and ketchup in it). The first S out of the two standing in front of the board to guess the word wins a point for his/her team. Badminton: Good for reviewing target vocabulary (words or communicative expressions). Set a "court" into the classroom by placing a skip-rope tied up to two chairs. Make two small teams (the other students can be the crowd and or challengers). Give each S a flyswatter ("Racket"). Inflate a balloon (this will be the ball). Remember: the younger the students, the bigger the balloon must be (slower). Decide who serves and for every winning shot the team to call out the flashcard or picture card shown by the teacher to get a point. Lots of fun! (NOTE: For very active students be careful since they might hit the others' faces when playing). (submitted by Salvador Domingo) Banana Race: Children just love this! It is basically a QUIZ game in which you ask children questions (Target Vocabulary) like: "What's this? What fruit is red and round? How many chairs are there in the classroom?" or the teacher simply draws items on the board, makes animal noises so that they guess. You can work with students or split the class into small groups/teams if you have a large class. The teacher draws on the board a race track and each team or S will be a BANANA waiting at the Starting Line. They will approach the Goal line as they answer each question. Each right answer equals a step towards the Goal Line. The BANANA who arrives there first, WINS! (Submitted by Salvador Domingo). Bang!: Materials: Small piece of paper, shoe box or coffee can. Write words on pieces of paper and fold them in half (sight words, vocab, blends etc.). Also add a few cards that say "BANG!". Students take turns picking cards and if they read the word correctly they get to keep the word. If they draw a BANG! card they yell BANG! and then return all their cards (except the BANG! card) to the can/box. Very simple but the kids love it and there are many variations for the game! (Submitted by Heather Gilbert). Basketball: Students take a shot at the trash can/box/etc. First ask a question to S1. If s/he answers correctly then s/he can have a shot at the basket. If the S gets the ball in the basket then s/he wins 2 points. If the S hits the basket without going inside then s/he wins 1 point. The person who gets the most points is the winner. This can also be played in teams. Bet you can't: This game can be played in millions and millions of different ways, and essentially it's just this: go to the toy store and buy toy money. Give each student the same amount of money at the start. Have the students bet each other that they can't do something - like this: make each S stand up and walk around. Have them say, "I bet you can't (e.g. count to 20, run around the room 5 times, sing the ABC song. etc.)". Get the students to bet using the toy money. You'd be surprised how much even adult students enjoy this game. Bingo: Can be played with numbers, letters, pictures or even words. The winner is the first to either get a line or full house. Blind Toss: Have students sit down in a circle. Place a mat on the floor with numbers and a flashcard (target vocabulary) on each number. Taking turns, each S gets blindfolded and tosses a beanbag so as to hit a number. S/he must call out that word the same number of times as the number indicates. For example: 4-dog, then "Dog, Dog, Dog, Dog! and the S gets the equal points (4). At the end, the S with the most points wins! Good for memorizing vocabulary since they are repeating words. (Submitted by Salvador Domingo). Blindfold Course: Make an obstacle course in your classroom (use desks, chairs, etc.), put a blindfold on a student and help guide him/her through the course by giving instructions (e.g. walk forward 2 steps, turn left, take on small step, etc.). This is a good pair game. Blindfold Guess: Blindfold a student and give him/her an object to feel. The student must guess what the object is. This works well with plastic animals as they are a little challenging to guess (I always throw in a dinosaur to spice things up!). Blindfold Questions: Put students in a circle, with one student, blindfolded standing in the middle. Turn the S around a few times. Tell the S to point at the person in front of him/her and ask a question (e.g. "How old are you?", "What's your favorite food?, etc.). After the reply the blindfolded S must guess the name of the S s/he is talking to. Board Scramble: Teacher puts the whole alphabet on the blackboard in a scramble of letters here and there, but low enough that the students can reach. Have two teams and call out a letter. The person that is able to find and circle it first wins a point for their team. To make things harder have capital and small letters. Even more challenging- have four teams all looking for the same letter. The kids just love it. You can do it with numbers and also words. (Submitted by Susie). Buzz: A counting game. Have the students sit in a circle. The students pass the ball around while counting (1, 2, 3, etc.). When the number reaches 7 the S must say buzz. Any number with a 7 in it must be buzz (7, 17, 27, 37, etc.) and any multiple of 7 must be buzz (14, 21, 28, 35, etc.). Follow the leader: Students line up behind the teacher and follows him/her around the classroom. The teacher does an action and shouts out the word for that action. The students copy the action and repeat the word. Good actions include: wave hello/goodbye, it's cold/hot, stop, go, run, hop, skip, crawl, walk backwards, jump, sit down, stand up. Stop the Bus: All students need a pencil and paper to play this game. The teacher writes a letter on the board, and shouts, "Start the bus." The students then write down as many words beginning with this letter as they can think of. When one S shouts out, "Stop the bus!" everyone has to stop writing. The students all get one point for each word. The S who has the most words wins an extra 2 point. This may or may not be the one who shouted, "Stop the bus." (Submitted by Katie McArthur) Story Pass: Put up a picture or a first sentence as a writing prompt. Divide students into small groups and have them create a story from that prompt. Each student takes a turn writing one sentence to add to the story and passes it on to the next student. Keep it going around in the group until they have finished it (it may be helpful to have a length limit or time limit so the stories don't get too out of control!). Vote on the best story, based on creativity and flow. (Submitted by Christina Deverall) Line True or False: Put a line of tape on the floor and designate one side "True" and the other "False". Hold up an object or flashcard and say its word. If students think that you have said the correct word they jump on the True side, if not they jump on the False side. Incorrect students sit out until the next game. Hot potato This fun classroom game encourages students to think on their feet and draw on a range of subject knowledge. Resources: a soft toy, object or item for each group to pass round e.g. bear or ball, plus a list of subject-specific themes e.g. numbers – prime, composite, rational, fractions, decimals etc. Game: Divide your class into small groups and hand out an object/soft toy to each group. The person with the object in each group will start. You name a title or theme, e.g. prime numbers, and it is then a race against time for the student to give 5 correct responses, e.g. 2, 3, 5, 7, 11, before the item/soft toy has been passed round everyone in their small group and returned to them. Alternative: With small classes you could play in one large group, however shy students may find this intimidating because of the the pressure to give correct answers. -