WEEK ONE THEME EDUCATION 1.11.5 1.61.10 1.111.20 WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER NOVICE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.1 In my bag, I have… The more the merrier, given enough chairs A bag full of typical student items (see next page) To learn basic vocabulary The activity leader has participants sit in chairs in a circle. While the participants are seated, the activity leader introduces vocabulary by pulling items he or she has out of a back pack. For example, “In my bag, I have a book…” and “In my bag, I also have a blue pen.” When he or she is finished, the activity leader then goes into the middle of the circle and explains the rules. In this game, the person in the middle tries to get a seat by calling out something that he or she has in his or her bag. For example, he or she might say “In my bag, I have… a book!” In this case, any participant that has a book in his or her bag must stand up and try to find another seat. (Please note: students need not carry their bags with them; they can simply think about what they normally carry with them.) A few important rules: (1) you can’t sit back down in your own seat or the seat next it (this usually gives the person in the middle a chance to take a seat, and leaves someone new in the middle), and (2) you can’t use the same word someone has already used. If a participant says a previously used word, or cannot think of a word, he or she is out, and the leader removes a chair. The activity continues until there are only three people left. Sample Vocabulary for “In my Bag, I Have…” (Activity 1.1) Back pack Black pen Blue pen Book Calculator Cell phone Dictionary Eraser Flash drive Folder Glasses Highlighter ID card Keys Lunchbox Marker Notebook Paper Paper clip Pencil Pencil box Scissors Snack Stapler Tape Tissue Wallet WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER NOVICE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.2 Picture dictation The more the merrier Paper, pens or pencils, markers or crayons To practice basic vocabulary and listening skills The activity leader distributes paper and pens to participants and explains the rules. In this activity, participants are going to do a “picture dictation”. The activity leader describes an education-related picture (e.g., a typical American classroom) to the participants, without showing them the picture. Participants listen carefully and draw what the leader describes. The activity leader describes the full scene of the picture, as well as individual objects in it, using only English. He or she walks around, looks at the drawings, and gives support as necessary. He or she encourages participants to color their pictures and make them as realistic as possible. At the end, the activity leader asks all of the participants to describe their drawings—in English!—and why they drew them that way. Participants then vote on which picture comes closest to the picture from the dictation. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER NOVICE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.3 Last man standing The more the merrier One small ball To learn basic vocabulary In this game, participants try to remember and shout out as many words related education as they know. The activity leader asks everyone to stand in a circle. He or she then explains the rules. First, the activity leader says a word related to education and passes the ball to someone else in the circle. That player then shouts out a different word related to education, and passes the ball to another person. If a participant repeats a word, or can’t think of a word, he or she is out. The leader decides if the word is related to education or not. The game continues until there is only one person left. The activity leader can then restart the game with the same theme (education) or a new theme related to education (books, authors, languages, etc.). WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER NOVICE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.4 Five alive The more the merrier None To learn basic vocabulary and numbers The activity leader asks everyone to sit or stand in a circle. To ensure they know how, he or she then has the group count to 20. The activity leader then introduces and describes the activity’s vocabulary: basic academic subjects (see next page). The activity leader then explains the rules. Participants take turns counting from one to 20. However, participants must replace the numbers 5, 10, 15, and 20 with an academic subject (science, math, history, English, etc.). For example, instead of “15”, the individual could say “Math”; instead of “20”, the next individual could say “Russian”, and so on. If a player that makes one mistake, either in counting, or in saying a word, the activity continues. But if a player makes two mistakes, he or she must leave the circle. Players cannot use a word that has already been used. The activity leader decides if a word is a proper academic subject or not. The game continues until there’s only one player left. Sample Vocabulary for “Five Alive” (Activity 1.4) Algebra Anthropology Architecture Astronomy Biology Botany Calculus Chemistry Computer Science Creative Writing Economics Engineering English (or Russian, or Turkmen, or any other language) Environmental Science Geography Geology History Literature Math Medicine Music Philosophy Physics Political Science Psychology Science Sports Statistics Theater WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER NOVICE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.5 I can… Bingo! The more the merrier, working individually Bingo sheet (see next page) pens or pencils To learn basic vocabulary In this activity, players find five other people in the room who can perform activities on the bingo sheet, creating a complete horizontal, vertical, or diagonal line. Participants must ask each other questions in the form “I can (or can’t) do activity X. Can you?” The activity leader starts by introducing the concept and having students ask each other questions they come up with on their own. For example, the activity leader might say, “Sasha, I can read Uzbek. Can you?”, to which Sasha might reply, “Yes, I can read Uzbek”. Sasha then asks a similar question to another member of the audience. For five or ten minutes, the activity leader encourages participants to ask each other questions along these lines, the more creative the better. The activity leader then distributes bingo sheets (see next page) and explains the rules. Participants stand in two concentric circles, pairs facing each other. Each person in the pair picks an activity, and asks, “I can [do something from the bingo sheet]. Can you?” If the partner can do the activity, that square is complete. Once both have asked, the inside circle rotates right. When someone has completed a full line, he or she then yells “bingo!” The activity leader checks the sheet to make sure it is correct. The activity continues until there are three winners. Bingo Chart for “I Can… Can you?” Activity (1.5) “I can memorize a poem.” “I can teach you some math.” “I can type very fast.” “I can spell the word ‘science’.” “I can drive a car.” “I can sing.” “I can understand some English.” “I can play the piano.” “I can use Google.” “I can use the 3D printer.” “I can draw.” “I can play sports.” “I can speak Uzbek.” “I can play chess.” “I can use Facebook.” “I can code.” “I can write with my left hand.” “I can ride a bicycle.” “I can use the internet.” “I can write an essay.” “I can read a book in one day.” “I can walk to the library from home.” “I can dance.” “I can say something in German.” “I can read Russian.” WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER INTERMEDIATE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.6 My teacher is the best! The more the merrier, in groups of five None To practice speaking The activity leader divides players in groups of five. He or she then explains the activity. d In this activity, participants tell stories about their favorite teachers and identify criteria for the best teacher. First, participants take turns telling the group about their favorite teachers and what made them so good. Once all five members in the group have described their favorite teachers, each group must vote for the best teacher among those described. Then, the participant with the best story from each group must describe their favorite teacher to the full group. Once all of these stories have been told, the full group votes on the best teacher. If time allows, the activity leader asks players to identify the traits of the best teacher. The activity leader writes the traits down on a whiteboard or flip chart so everyone can see them. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER INTERMEDIATE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.7 First day at college The more the merrier, in groups of five None To practice speaking The activity leader divides participants into groups of five. He or she then asks the members of each group to choose from the following roles: freshman, mother, bookstore owner, brother/sister, professor. The activity leader then explains the rules. In this activity, players act out the following roles and scene as creatively as they can—in English! The leader introduces the scene and gives five minutes for preparation. The teams then perform their skits. The freshman has recently been accepted to college and needs to get ready for his or her first day. He or she is excited but nervous! He or she visits the bookstore owner, who recommends which supplies are useful and which are not. He or she asks the mother what to wear on the first day, to make the right impression. He or she asks the brother or sister what to expect and how to make friends. When the day arrives, the student discovers that he or she forgot to buy a notebook and is unable to take notes during their first lecture. The professor is not happy, and wants to know why the student forgot the notebook! WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER INTERMEDIATE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.8 You’re accepted! (Part1) The more the merrier, in groups of four or five The “Tips” list below (see next page) To practice speaking and introduce interview skills This activity is designed to help participants understand the basics of a college admission interview. The activity leader divides the participants into small groups of four or five, and then explains the rules. In the first part of this activity, participants practice speaking English by reading through the very wrong interview tips on the next page and discussing them in their small groups. In the second part of this activity, the activity leader calls on groups one by one to read one of the “tips” and describe how they would correct it. The activity leader encourages everyone to speak. Tips for a Successful College Interview (Activity 1.8) Get out of bed and go to the interview in whatever you’re wearing. This helps you save time! Arrive to the interview late. It’s good to show the college that you are a busy person. Don’t bring your resumé or other materials. This shows you have a good memory. If the interviewer offers to shake your hand—don’t do it! Tell them you prefer to hug. Don’t make eye contact with the interviewer and don’t smile. This will show them that you are a serious person. Don’t listen too closely as the interviewer is talking. This shows that you are thinking about other, more important things. Speak very loudly and quickly! It’s best if you speak so much that the interviewer doesn’t have a chance to talk. When the interviewer asks questions about your life, make your answers as interesting as possible, even if they are not true. If you don’t have experience in a certain field, just say you do! They won’t check if it’s true. Don’t show too much interest or enthusiasm. You don’t want them to think that you are too interested in attending their university. At the end of the interview, walk out of the room without saying anything. They will love your confidence! WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER INTERMEDIATE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.9 You’re accepted! (Part 2) The more the merrier, in two concentric circles Interview questions (see next page) To practice speaking and introduce interview skills This activity is designed to help participants understand the basics of a college admission interview. In this activity, participants break off into pairs, one playing a college applicant, one playing a college interviewer, and sitting in two concentric circles. It is important that all interviewers are in one circle and all applicants are in the other. The activity leader distributes interview questions to the interviewers (see next page). The activity leader then explains the rules. In this activity, participants take part in a mock interview. Interviewers are representatives of different U.S. colleges and are looking for high-quality students. Applicants are interested in studying at the best universities for them. Applicants go around the circle and answer the interview questions, spending three minutes with each interviewer. When all interviews are over, interviewers announce their top picks and why. Interview Questions for “You’re Accepted!, Part Two” (Activity 1.9) What do you want to study and why? Why do you want to study at (enter university name)? What achievements have you accomplished in high school? What extracurricular activities have you participated in? Have you done any community service? What is your biggest strength? What is your biggest weakness? What do you plan to contribute to this school? What do you expect to be doing ten years from now? What is your favorite book? What do you like to do for fun? Why do you want to go to college? WEEK ONE ACTIVITY REFERENCE NUMBER EDUCATION INTERMEDIATE ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.10 University admission panel The more the merrier, in groups of four or five CVs and selection criteria To practice speaking English and introduce the college application process This activity is designed to introduce students to the university admission decision making process. The activity leader divides the participants into small groups of four or five, and then distributes sample resumés and decision-making criteria. The activity leader then explains the rules. In this activity, participants take part in a mock university admissioncommittee meeting. Each group represents a different university and uses different selection criteria to judge the fake applicants. Groups have 30 minutes to evaluate the candidates’ resumes and decide which two candidates they will accept to their universities. When the evaluation period is over, each group will announce their top picks and why. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.11 Two achievements and a lie The more the merrier, in two groups Paper, pens or pencils To practice basic vocabulary and speaking The activity leader divides the audience into two teams, asks everyone to sit facing the front, and then explains the rules. In this activity, participants must write down three things to tell the other group about themselves—two things they are truly proud of from school or their education, and one thing they have made up. For example: 1: “I received the best score in my math exam.” 2: “I participated in a robotics competition.” 3: “I was the fastest student in a 100-meter race.” (Lie) Teams rotate sending volunteers to the front of the room to say all three statements—two true accomplishments, and one lie, without revealing which is which. The members of the other team then ask the volunteer three questions to try and figure out which statement is a lie. The volunteer is allowed to lie to try and trick the other group. If the other group guesses correctly, they score a point. If they guess incorrectly, the volunteer’s team scores a point. Repeat until everyone has had a chance to participate. The team with the most points at the end wins. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED 1.12 ACTIVITY TITLE: Total recall PARTICIPANTS: The more the merrier, in groups of four or five SUPPLIES: To include, but not limited to: a magazine, a book, a dictionary, a notebook, a newspaper, a sheet of paper, a pen, a pencil, a cell phone, a calendar, a CD, an eraser, a folder, a ruler, a stapler, glue, a paper clip, a map, a backpack. GOAL: To learn new vocabulary The activity leader divides players into groups of four or five and introduces a set of education-related objects on a table at the front of the room, giving their names in English. There should be at least 20 items in the set, and the leader should spread them on a single table. In this game, groups will take turns competing with each other to test their memories. The activity leader asks two groups to leave the room. When the groups are gone, the leader removes five items from the table, rearranges the objects, and then covers it with a tablecloth or blanket. The groups then come back into the room and stand at opposite ends of the table. The activity leader uncovers the table for twenty seconds. During that time, members of the groups try to remember what’s on the table without taking notes. When the time is up, the leader covers the items again and gives the group one minute to write down the item names, in English, on a piece of paper. The activity leader compares the lists to see which team won. Two new teams then compete, continuing until all have competed against each other. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED 1.13 ACTIVITY TITLE: In the hot seat PARTICIPANTS: The more the merrier, in two teams SUPPLIES: Clue words written on both sides of separate sheets of paper GOAL: To expand vocabulary through synonyms In this activity, players try to help their teammate in the hot seat guess a word by giving clues, without saying the word itself or any of the forbidden words. The activity leader divides participants into two groups and has them sit on opposite sides of the room, facing each other. The activity leader places two chairs (“hot seats”) in the middle of the room so that there is one facing each team. Each team chooses a person to sit in the hot seat facing them. The activity leader stands between the students in the hot seats and explains the rules. The activity leader holds up a clue word from the provided list. Participants in the hot seats cannot see or look at the word. Teams have one minute (or any amount of time you see fit) to get their teammate to guess the word on the paper, without saying any of the forbidden words. The participant in the hot seat listens to their team mates and tries to guess the word. The first to guess the word correctly wins a point for their team. New participants take the hot seats. The game continues until the activity leader runs out of words. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED 1.14 ACTIVITY TITLE: Make me laugh! PARTICIPANTS: The more the merrier SUPPLIES: Question prompts on small slips of paper; small pieces of paper for answers; pens or pencils GOAL: To practice creative writing In this activity, participants compete with each other to write the funniest response to a prompt, as selected by a rotating judge. The activity leader asks the first judge to select a prompt from a hat. For example, the prompt might be, “If you were an animal, what would you be?” Audience members then have one minute to write a response on a slip of paper, which they think the judge will find funny. The activity leader collects the answers, shuffles them, and reads them aloud. The judge chooses the answer that he or she finds the funniest. Whoever wrote it earns a point. The activity continues until all prompts have been read. The person with the most points—the funniest person!—wins. Prompts for “Make me laugh!” (Activity 1.14) If you were a food, what would you be? If you were an animal, what would you be? If you could have any superpower, what would it be? If you wrote a book about yourself, what would you call it? If you could keep any animal as a pet, what would it be? If you found $1,000, what would you do with it? If you could only eat one food for the rest of your life, what would it be? If you could meet one historical figure, who would it be? I would love to join you at the movies, but I really need to ______. If you invented a perfume, what would you call it? What is the most dangerous thing on earth? What is your favorite time of day? If you could only watch one movie for the rest of your life, what would it be? What is your favorite dessert? If you owned a private jet, where would you fly? What is the best thing at school? What is the one present you always wanted, but never received? What’s the saddest movie you’ve ever seen? My hidden talent is ______. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.15 Sentence pyramids The more the merrier, in groups of four or five Paper, pens/pencils, whiteboard To improve vocabulary In this game, groups compete with each other to expand a short sentence into longer ones. For example, the activity leader writes “Tom will study” on the board. Groups then have five minutes to build a sentence pyramid, adding one word or phrase to each level of the pyramid. The activity leader should encourage groups to build sentences related to education. After five minutes, the group that has the most levels gets a point, and the group that writes the longest (grammatically correct!) sentence gets a point. The activity leader then writes a new sentence and the process begins again. The game continues for several rounds and the team with most points wins. Tom will study. Tom will study tomorrow. Tom will study in Ashgabat tomorrow. Tom will study in Ashgabat tomorrow with his friend. Tom will study in Ashgabat with his friend tomorrow morning. Tom will study in Ashgabat with his friend tomorrow morning at the library. Tom will study in Ashgabat with his friend tomorrow morning at the library on Archabil. Maybe Tom will study in Ashgabat with his friend tomorrow morning at the library on Archabil. Other starting sentences could include: “She speaks English”, “Max took a test”, “The teacher got mad”, “Enesh applied to college”, etc. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED 1.16 ACTIVITY TITLE: 20 Questions PARTICIPANTS: The more the merrier SUPPLIES: Slips of paper with the names of famous people or characters (see next page) GOAL: To practice asking yes/no questions In this game, participants try to guess the name of a famous person or character by asking a volunteer 20 yes or no questions, in English. The activity leader asks for a volunteer and gives him or her a slip of paper with the name of a famous person or character on it. (If the volunteer doesn’t know the person, the activity leader can help or give a new one.) The volunteer sits or stands at front of the room. Members of the audience may ask any question of the volunteer, as long as it is a yes or no question. The audience has 20 questions to guess who the person is. Members of the audience take turns asking questions—a “yes” response earns a follow-up question. If a member of the audience correctly guesses the volunteer’s character, he or she becomes the next volunteer. If, after 20 questions, no one has guessed the identity of the character, the volunteer reveals it and the facilitator picks a new volunteer. Famous People and Characters for 20 Questions (Activity 1.16) Abraham Lincoln Albert Einstein Arnold Schwarzenegger Beyoncé Bill Gates Charles Darwin Christopher Columbus Cinderella Dr. Seuss Elvis Presley George Washington Harry Potter Helen Keller Isaac Newton J.K. Rowling Jane Austen Julius Caesar Leo Tolstoy Little Red Riding Hood Marie Curie Mark Twain Martin Luther King, Jr. Michael Jordan Muhammad Ali Neil Armstrong Sherlock Holmes Steve Jobs Walt Disney William Shakespeare Winnie the Pooh WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.17 Knowledge knots The more the merrier, in teams of two Handout (see next page), pens or pencils To practice basic vocabulary and writing In this activity, teams of two compete to unscramble quotes related to education from famous people. The activity leader has the participants form pairs—preferably beginners with more advanced learners. He or she then explains the rules. Pairs will compete to correctly unscramble all twenty quotes in the shortest amount of time. If, after twenty or thirty minutes (depending on the participants’ speed and level), the teams have not unscrambled all twenty sentences, the activity leader can call time and ask which teams unscrambled the most, congratulating them in order. The first three teams to finish (or the three teams who have completed the most) will then pick their favorite quote and explain to the group what they like about it. If time permits, the activity leader can ask participants what quotes they already know in English. Scrambled Quotes for Knowledge Knots (Activity 1.17) 1) “Ti si iombplssei orf a nam ot lnaer waht eh hntiks eh laeardy swkno.” (Epictetus) 2) “Nyoaen owh hsa nerev mdae a mtseiak ahs eevnr rtied ytanihgn ewn.” (Albert Einstein) 3) “Tlel em adn ll’I freogt; wohs em dna I mya mreembre; nivlvoe em dan ll’I nduetrnasd.” (Proverb) 4) “Inne tethsn fo dceatuoni si euoaernmtceng.” (Anatole France) 5) “Fi a amn epmties ihs psure inot ihs deha, on nam nca atek ti awya rofm ihm. Na vemnsitetn ni dkwnlgeeo laaswy yasp het bset nitesret.” (Ben Franklin) 6) “Fi eppole idd tno od islyl htgins, tnihong netliintgel wdoul veer teg node.” (Ludwig Wittgenstein) 7) “Nscinurttoi odse cumh, tub anurcgeetmnoe sode eevytrhnig.” (J.W. Goethe) 8) “I uldwo rtaerh eenrnttai dan poeh htat eopple larneed sometighn tnha ucadtee opepel nad phoe tehy weer iendteraent.” (Walt Disney) 9) “Het mhnau brani si peiscal. Ti attssr owrkign sa oson sa oyu teg pu nad ti esdon’t sotp ntiul yuo gte ot hcsolo.” (Milton Berle) 10) “Nhwe a caehter ascll a oby yb shi etnrie name, ti emnas rotuble.” (Mark Twain) 11) “Aernlnig sratts itwh faiulre; hte frits aiflure si het geibninng of edutaiocn.” (John Hersey) 12) “I laerned eht valeu fo ardh okwr yb orwinkg arhd.” (Margaret Mead) 13) “Uadciento si ruo apsstopr ot teh utfuer, orf ootmrwro lbnoegs ot eth eoeppl ohw rpeaerp rof ti ydota.” (Malcolm X) 14) “I sertdta iaednrg erlitraute at evntseeen or teeghien, dan I lfet hits rxeta btea ot ifel.” (Richard Ford) 15) “Eht ililtraeet fo eth nwttey-risft cetnyur ilwl nto eb hoets ohw ncanot aerd dna wrtei, ubt ohste hwo cnnaot alren, nrulean, nad rleeran.” (Alvin Toffler) 16) “Lsef-deuoctain si, I rlmfyi elbieve, het noly dnki fo udeatcion htree si” (Isaac Asimov) 17) “Ethaecrs epon teh odor, btu uoy ustm enert yb uoyrsefl.” (Proverb) 18) “I hvae on espcial latnte. I ma nyol plateyosasin ucruios.” (Albert Einstein) 19) “Ytr nto ot vahe a godo mtie... ihts si uspspdoe ot eb uctndoeaial.” (Charles M. Schulz) 20) “Eth awy ot egt dogo sidea si ot teg slot fo asdie, dan rowth teh dab seon yaaw.” (Linus Pauling) WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.18 What would you do? The more the merrier, in groups of four or five Slips of paper with scenarios (see next page) To practice listening and speaking skills In this activity, participants listen to and read a scenario with a tough situation or an ethical dilemma. The activity leader asks participants to sit in groups of four or five. He or she then passes out the first scenario, reads it aloud, and gives each group three minutes to discuss how they would handle the situation. After the discussion, the activity leader asks each group to explain their view. The activity leader then passes out another scenario and the activity continues. Scenarios for “What would you do?” (Activity 1.18) 1. Your best friend is a year younger than you in school and is now taking many of the same classes you took. In one of her classes, she needs to write an essay on an important historical figure. She asks if she can see the essay you wrote for the same class last year. “Sure,” you say, “of course!” Next week, your friend says “Thank you so much for letting me see your essay. With your help, I got a perfect score!” When you look at her essay, you realize it is just your essay with her name at the top. What would you do? 2. A group of your friends is saying some mean things about another one of your friends. They’re calling him “lazy”, and he sometimes is, but they’re also calling him “dumb” and a “loser”, which isn’t true. "Hey," someone says to you. "You haven't said anything. What do you think? You agree with us, don't you?" What would you do? 3. Last week you took a really hard test and today your teacher is returning it with your grade. You are surprised to see that you got a perfect score! Your teacher marked every answer correct. Looking through the test, however, you realize that she has graded your test incorrectly, and marked many answers correct that you know are wrong. What do you do? 4. A bigger student in your class is always mean to you. He always bumps you when he walks by and he calls you names. He knocks stuff out of your hands and spreads rumors about you. You don’t think you can take it anymore. What would you do? 5. You have a very important science project due tomorrow and you haven’t started it. You plan to spend several hours doing it tonight, after you get home from school and eat dinner. As you are leaving school, a good friend reminds you that you promised to help her study words for her English test, and she will be upset if don’t. What would you do? 6. Suppose you have one test question left to answer and time is running out. You've studied hard, know the material, but you just can't remember it. Looking to the right, you see your friend’s answer and the teacher doesn’t notice. What would you do? WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.19 Scary funny The more the merrier, in groups of four or five None To practice basic speaking extemporaneously In this activity, participants must think about the funniest or the scariest thing that has happened to them and tell it to their groupmates in under two minutes. Each member of the group will have two minutes to relate a story, either their funniest or their scariest (not both). After each member of the group has told his or her story, each small group will select the funniest story and the scariest story. One by one, each of the participants with the scariest stories will tell them to the full group. The activity leader will set the clock for two minutes each. Next, also one by one, each the participants with the funniest stories will tell them to the full group. The activity leader will again time for two minutes. Finally, the full group will vote on the funniest and the scariest stories. WEEK ONE EDUCATION ACTIVITY REFERENCE NUMBER MIXED ACTIVITY TITLE: PARTICIPANTS: SUPPLIES: GOAL: 1.20 Prehistoric chat room The more the merrier Paper, pens or pencils To practice basic written English The activity leader has players sit in a circle, distributes paper, pens and pencils, and asks each person to choose a chat-room nickname. The activity leader then goes into the middle of the circle and explains the rules. In this activity, participants chat in a pre-internet chat room. Because there’s no internet, the activity leader plays the “operator”, exchanging messages between participants. However, the operator has gone a little crazy and delivers messages to people who aren’t the intended recipients. Each participant should write their nickname and a simple question at the top of their paper to start the chat log. For example: “Dragon2002: Hi there! Are you enjoying your summer vacation?” When a participant finishes writing his or her question, he or she holds the paper in the air. The operator then delivers the paper to someone else. Participants must reply to the message they just received, regardless of the question and whether they were the intended recipient. The process continues until each participant has a full chat log. The activity leader then gives each participant his or her original paper, so they can see how the chat developed. The activity leader asks some participants to read their chats out loud.