CHECKED _____________
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Short-term plan for English in Grade 11
| Unit | Unit 6 Social change and further study |
|---|---|
| Teacher’s name | ____________________ |
| Date | _____________ |
| Class | Grade 11 Attendance: _____ Absent: _____ |
| Lesson topic | Gamification |
| Learning objectives covered in this lesson (curriculum reference) | 11.5.2.1 - use a wide range of vocabulary, which is appropriate to topic and genre, and which is spelt accurately 11.5.6.1 - write coherently at text level using a variety of connectors on a wide range of familiar general and curricular topics |
| Lesson goal |
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Lesson flow
| Lesson stage / Time | Teacher actions (complete prompts and instructions) | Student actions | Assessment (criteria • descriptors • points) | Resources |
|---|---|---|---|---|
| Lesson opening (5 min) Engagement (Riddle) |
Teacher: "Good morning! Let's start with a brain-teaser. I'm thinking of a concept. It's not a game, but it uses game elements. It's found in apps, education, and fitness trackers. Its goal is to make routine tasks more engaging and fun. What could it be? Discuss with your neighbor for 1 minute and share your hypotheses."
After discussion: "Let's hear your ideas." (Listens, writes key words from answers on board). "Excellent guesses. The concept is called Gamification. Today we will explore its vocabulary and create our own gamified ideas." |
Students listen to the riddle. They discuss in pairs (5 pairs, 1 student works with the teacher if odd number). They formulate and share hypotheses (e.g., "Is it a reward system?", "Maybe it's about points and levels in learning apps?"). | Descriptors: Student participates in discussion, offers a hypothesis related to the riddle's clues. No points. |
Whiteboard/markers. AI Tool: ChatGPT prompt to generate similar engaging riddles on modern concepts to spark curiosity. |
| Откроется после регистрации: Lesson middle (25 min) · Lesson end (8 min) · Reflection (5 min) | ||||