the following section presents game-like activities...
TRANSCRIPT
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The following section presents game-like activities which support the three different stages in the
EEE model.
Bahagian di bawah merupakan aktiviti yang boleh digunakan dalam Encounter, Engage & Exploit
model (EEE Model)
1. Encounter Activities / Aktiviti Encounter
Focus on the children responding physically as a group to teacher-led activities.
Aktiviti berpusatkan guru dan fokus kepada respon murid secara berkumpulan,
CIRCLE TIME ENCOUNTER 1: AN EXCITING BEGINNING!
MATERIALS: Flashcards or realia (max 6 to 8 new words) STEPS:
Create an exciting context for the introduction of a topic, e.g. you could bring a picture which
represents the topic or a special box or bag, with the topic target language inside (as
flashcards or realia) or maybe the puppet has discovered something new and wants to share
it with the children.
Create suspense as you introduce the topic and ask the children what they already know.
This can be in the first language (L1) if necessary. Make connections to previous learning.
Show each visual, one at a time. Say the word clearly, e.g. Sunny. Also introduce it in a
sentence, e.g. It’s sunny. Have children repeat after you.
Talk a little about the visuals to provide more language exposure, e.g. Is it hot or cold? Is it
big or small? Make connections to previous learning.
Make a gesture or a mime to represent the new word. Have children mime and repeat the
word at the same time.
As you introduce the visuals, place them where all children can see.
When all visuals have been introduced, count them together, e.g. Six new words! Let’s play
a game.
Extension:
As you introduce the new words and the children repeat them, have them repeat like an
echo, going from loud to quiet (e.g. dragon!!!, dragon!!, dragon!, dragon)
Show the four echoes by holding up four fingers.
Progression notes: Observe which children confidently imitate the mime and repeat the target
language.
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CIRCLE TIME ENCOUNTER GAME 1: AN EXCITING BEGINNING!
BAHAN: Kad Imbasan atau bahan maujud (minimum 6 maksimum 8) CARA BERMAIN:
Ciptakan suasana yang menarik untuk memperkenalkan topik baru (kotak/beg/puppet)
cth: “Morgan has found something new and he wants to share it with us”
Tunjukkan kad gambar atau bahan maujud satu persatu. Sebutkan perkataan setiap
gambar atau objek tersebut dengan jelas beserta ekspresi dan gerak bibir.
Murid mengulangi perkataan dan ekspresi yang ditunjukkan.
Pamerkan kad gambar atau bahan maujud supaya semua murid dapat melihat.
Setelah semua kad gambar atau bahan maujud diperkenalkan, kira bersama-sama dan
sebut : “Six new words! Let’s play a game!”
Tambahan:
setelah semua perkataan diperkenalkan, ajak murid sebut setiap perkataan secara ‘echo’
dari kuat ke perlahan atau sebaliknya. Cth: Sunny! Sunny! Sunny! Sunny!
Tunjukkan 4 ‘echo’ tersebut menggunakan jari.
Nota Perkembangan: Lihat murid yang dapat meniru dan mengulang perkataan sasaran / target
language dengan yakin.
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CIRCLE TIME ENCOUNTER 2: GAME – LISTEN AND DO! MATERIALS: Flashcards or realia STEPS:
Announce the game, e.g. Let’s play listen and do!
Hold the visuals so children can’t see. Say one of the new words in a sentence, e.g.It’s
sunny.
Have the children mime in response.
Show the visual and praise the children, e.g. Yes! It’s sunny.
Extension:
Put children around the room in small groups, allocate one of the target words to each
group, e.g. This group is sunny. Place the visual nearby to help them remember.
Have the children listen for their word and mime when they hear it.
You can call out several words, e.g. It’s sunny and hot.
If the topic is related to the parts of the body, have children get together in pairs and join
themselves at the part of the body when you call it out, e.g. arm along arm, tummy along
tummy. Careful with mouth and eyes. Mouth, get children to blow kisses / air kiss towards
each other; Eyes, get children to stare at each other.
Progression notes: Observe which children are miming immediately and which are taking more
time.
CIRCLE TIME ENCOUNTER GAME 2: LISTEN AND DO! BAHAN: Kad Imbasan atau bahan maujud CARA BERMAIN:
Guru umumkan permainan: Let’s play listen and do!
Guru pegang kad gambar (tak tunjukkan bahagian gambar kepada murid) sambil sebut
perkataan. Cth: It is sunny.
Murid ‘mime’ perkataan (dan ekspresi sekiranya diperkenalkan semasa game 1) *sunny
apabila dengar guru sebut.
Jika murid ‘mime’ dengan betul, tunjuk gambar dan sebut: ‘Yes, it is sunny!’
Tambahan:
Bahagikan murid kepada beberapa kumpulan. Cth: This group is sunny. This group is
rainy. This group is windy.
Letakkan gambar perkataan berdekatan dengan kumpulan untuk membantu murid ingat.
Guru sebut perkataan. Cth; it is sunny. Kumpulan ‘sunny’ akan mime perkataan bila dengar
perkataan tersebut.
Nota Perkembangan: Kenal pasti murid yang dapat menggerakkan bibir dengan segera dan murid
yang tidak.
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CIRCLE TIME ENCOUNTER 3: GAME – STOP!
MATERIALS: None STEPS:
Announce the game, e.g. Let’s play STOP!
Say one of the target words in a sentence, e.g.It’s sunny today.
Have the children mime in response.
Call out ‘STOP!’ for the children to freeze into a statue.
Praise children who manage to freeze, e.g. Good statue! If a child moves, ask them to sit out
for a round, e.g. Oh dear, you moved! Sit down a bit!
Extension to lead to engage and exploit situations
A child who is out can call out STOP! They can also help see who moved.
Eventually when children are all more confident with the target language, they can take turns
to be the leader and give instructions (no longer an encounter game).
Progression notes: Observe which children are miming confidently.
CIRCLE TIME ENCOUNTER 3 : GAME - STOP
BAHAN: Tiada CARA BERMAIN:
Umumkan nama permainan - Let’s play STOP!
Sebut salah satu perkataan yang nak diajar (target word) dalam ayat. Contoh : It’s sunny
day. Perkataan ‘sunny’ adalah target word kita.
Suruh murid ‘mime’ (gerak bibir) perkataan yang kita target itu.
Guru sebut ‘STOP’!. Biarkan murid menjadi patung dalam keadaan apa pun yang mereka
sedang buat atau gayakan.
Puji murid dengan menyebut ‘Good statue’!
Jika mereka bergerak atau bergoyang, suruh mereka duduk di tepi dengan menyebut ‘Oh
dear, you moved! Sit down a bit!.
Permainan boleh dikembangkan kepada fasa engage atau exploit
Murid yang duduk di tepi boleh membantu guru melihat rakan lain yang bergerak.
Murid boleh mengambil alih peranan guru dan memberi arahan (bukan lagi permainan
encounter)
Nota Perkembangan: Lihat murid yang dapat meniru/ menggerakkan bibir dengan yakin.
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CIRCLE TIME ENCOUNTER 4: GAME – LISTEN AND POINT! MATERIALS: Flashcards or realia STEPS:
Announce the game, e.g. Let’s play listen and point!
Place the visuals around the room.
Ask about each of the new words, e.g. Where’s sunny?
Have the children point and say There!
Extension: As children get confident:
You can ask them to say the target language too, e.g. There’s sunny!
You can ask individual children to point and say There!
You can ask individual children to point and say There’s sunny!
Progression notes: Observe which children are becoming confident and using the target language
spontaneously.
CIRCLE TIME ENCOUNTER 4 : GAME - LISTEN AND POINT!
BAHAN: Kad Imbasan atau bahan maujud CARA BERMAIN:
Umumkan nama permainan:Let’s play listen and point!
Letakkan kad imbasan atau bahan maujud di sekitar dalam kelas.
Tanyakan murid setiap satu perkataan yang dilekatkan tadi. Contoh : ‘Where is sunny?’
Suruh murid tunjuk degan jari dan sebut ‘ There!’ ‘There it is!’
Ulang sampai habis semua kad gambar.
Tambahan: Apabila murid yakin:
Guru boleh meminta murid menyebut ayat sasaran / target language. Contoh: There’s
sunny!
Guru boleh meminta murid secara individu menunjuk dan menyebut ‘There!’ atau ‘There’s
sunny!’
Nota Perkembangan: Kenal pasti murid yang yakin dan dapat gunakan target language secara
spontan.
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CIRCLE TIME ENCOUNTER 5: GAME – HELP THE TEACHER!
MATERIALS: Flashcards or realia STEPS:
Announce the game, e.g. Let’s play help the teacher!
Hold the visuals so you can’t see them, but the children can, e.g. flashcards facing the
children.
Ask about each visual one at a time, e.g. Is it sunny?
Have the children say Yes! or No!
Keep asking until you discover what the visual is.
This can also be called ‘Help the puppet!’ and it is the puppet who can’t see the visuals.
Extension: As children get confident:
You can ask a child to guess the visual and the class to help them, so the game becomes,
‘Help Farah!’ or ‘Help Amir!’ If the guessing child can’t say the word, help them do the mime,
then say the word for them or ask the class to help them say the word (no longer an
encounter game).
Progression notes: Observe which children are becoming confident and immediately recognise
the target language.
CIRCLE TIME ENCOUNTER 5 : GAME - HELP THE TEACHER! BAHAN: Kad Imbasan atau bahan maujud CARA BERMAIN:
Guru umumkan permainan - Let’s play Help The Teacher!
Guru menunjukkan kad imbasan (bergambar) yang hanya murid sahaja boleh melihat.
Guru menyoal murid, contoh: Is it sunny?
o Jawapan murid: Yes! or No!
Sekiranya murid memberi jawapan yang salah, guru akan menyoal murid sehingga murid
berjaya memberi jawapan yang betul.
Tambahan: Apabila murid yakin:
Guru boleh meminta murid meneka gambar, sementara murid lain membantunya. Permainan
ini akan menjadi ‘help Farah!’ atau ‘Help Amir!’. Jika murid tidak dapat meneka, bantu murid
melakukan mime/gerak bibir atau menyebut nama gambar (bukan lagi permainan encounter)
Nota Perkembangan: Kenal pasti murid yang yakin dan dapat mengenalpasti target language/ayat
sasaran dengan cepat.
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2. Engage Activities: Choral Repetition
Focus on the children responding in choral repetition to teacher-led activities.
Aktiviti berpusatkan guru dan fokus kepada respon murid secara ulangan beramai-ramai.
CIRCLE TIME ENGAGE 1: GAME – CHANT A CHAIN
MATERIALS: Flashcards (six maximum)
STEPS:
Announce the game, e.g. Let’s play chant a chain!
Place the visuals in a line so all children can see them.
Point to each visual and have children chant the words as you point, e.g. a dragon, a rat, a
horse, a tiger, a dog, a snake. Use a ‘chanty’, singsong voice, instead of just saying the
words, the children will enjoy it more!
Turn over one of the flashcards. Point to each flashcard again and the children say the
words, including the one that is turned over!
Take another card away, and point again with children chanting. Continue taking cards and
pointing, until all flashcards are turned over and the children are able to say all the names of
the objects without the visual support. The children get very excited when they are saying six
words, with no visuals to see.
Point to one of the turned over flashcards and ask What is it?
Accept the children’s suggestions and then check, Is it sunny? Let’s see! Yes it is! It’s sunny.
Continue to have the children remember until you have turned over all the flashcards
Extension: As children get confident:
You can ask a child to come to the flashcards and say what is hidden, e.g. It’s sunny. If the
child can’t say the word help them do the mime, then say the word for them or ask the class
to help them say the word. Turn over the flashcard and confirm the child is right. Praise them
for remembering!
Progression notes: Observe which children are becoming confident and easily chanting the target
language, or calling out the new words. Are children saying just the word, or using sentences or
questions?
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CIRCLE TIME ENGAGE 1: CHANT A CHAIN
BAHAN: Kad Imbasan (maksimum 6)
CARA BERMAIN:
Guru umumkan permainan: ‘ LETS PLAY CHANT A CHAIN!
Susunan satu baris kad imbasan supaya semua murid dapat melihat dengan jelas.
Guru akan tunjukkan setiap satu kad imbasan mengikut susunan sambil murid-murid
menyebut perkataan mengikut susunan tersebut.
Selepas itu, salah satu kad imbasan itu akan di terbalikkan dan murid-murid akan
menyebut dari kad satu hingga habis.
Aktiviti ini diulang sehingga semua kad terbalikkan.
Akhirnya panggil seorang murid ke hadapan dan cikgu tunjukkan salah satu kad dan
murid minta menyebutkan nama kad sebenar. Keadaan ini akan berulang sehingga
murid-murid berjaya menyebut semua kad dengan betul.
Tambahan: Apabila murid yakin:
Guru boleh meminta murid untuk datang ke depan, dan menyebut kad tersembunyi, contoh:
It’s sunny. Jika murid tidak dapat menyebut perkataan, bantu menggunakan gerak bibir, dan
sebut perkataan tersebut. Terbalikkan kad dan sahkan jawapan murid. Puji murid kerana
berjaya mengingat!
Nota Perkembangan: Kenal pasti murid yang yakin dan mudah mengulang ayat sasaran/ target
language, atau menyebut perkataan baharu. Adakah murid hanya menggunakan perkataan, ayat
atau soalan?
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CIRCLE TIME ENGAGE 2: GAME – WHAT’S MISSING?
MATERIALS: Flashcards (six maximum)
STEPS:
Announce the game, e.g. Let’s play What’s missing?!
Place the flashcards on the floor, board or wall, face up. Say the English words as you do
this. Ask children to look at them carefully for one minute.
Mime and say, Close your eyes.
Take a flashcard away and say, Open your eyes.
Show mock surprise! What’s missing?
Allow the whole group to chorus which flashcard is missing – this is useful early on in a
teaching sequence. Or later in the learning sequence, ensure children know they should put
their hand up if they know and select one child to respond.
Extension to lead to engage and exploit situations
Ask children to lead the activity. They should give instructions and remove a flashcard.
Ensure you help them say, Close your eyes, Open your eyes, What’s missing? They can also
be encouraged to respond with Yes it is! Or No it isn’t!
Progression Notes: Observe which children are becoming confident and call out the target
language. Are children saying just the word, or using sentences or questions?
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CIRCLE TIME ENGAGE GAME 2 : WHAT’S MISSING
BAHAN: Kad Imbasan (maksimum 6)
CARA BERMAIN:
Guru umumkan permainan: Let’s play What’s missing ?!
Guru meletakkan kad imbas di atas papan putih atau di atas lantai mengadap murid.
Guru menyuruh murid melihat kad-kad tersebut selama satu minit bagi mereka
mengingatinya.
Guru meminta murid menutup mata dengan cara mime and say close your eyes
Guru mengambil salah satu kad (Contohnya: red card dan kad tidak ditunjukkan kepada
murid)
Guru meminta murid membuka mata open your eyes. Guru menunjukkan perlakuan
terperanjat dan berkata What’s missing?
Murid diminta supaya meneka kad yang hilang sama ada secara individu ataupun secara
kumpulan.
Sekiranya murid dapat meneka dengan betul murid tersebut akan mengetuai permainan
tersebut.
Permainan boleh dikembangkan kepada fasa engage dan exploit
Guru boleh meminta murid mengetuai permainan. Murid memberi arahan dan mengeluarkan
kad imbasan. Guru boleh membantu murid dengan ayat, Close your eyes, Open your eyes,
What’s missing?. Murid boleh diberi galakkan untuk menyebut Yes, it is atau No, it isn’t.
Nota Perkembangan: Kenal pasti murid yang yakin dan dapat menyebut ayat sasaran/target
language. Adakah murid menggunakan perkataan, ayat atau soalan?
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CIRCLE TIME ENGAGE 3: GAME – THE PAIR GAME
MATERIALS: Two of each flashcard (max 16 in all)
STEPS:
Announce the game, e.g. Let’s play the pair game!
Shuffle a set of two flashcards of each image and then place them in an orderly fashion on
the floor or on the board, picture side down.
Model how to play: Let’s find a pair, two the same! Turn over one flashcard and say what it is,
e.g. It’s sunny! Turn over another and say what it is. This can go two ways, they are the
same or they are different. If they are the same - It’s sunny. Hooray! They are the same.
Leave the flashcards face up. If they are different - It’s windy! Oh, they are different! Turn the
flashcards face down again.
Ask each child to turn over two flashcards to find a matching pair.
As each card is turned over, the class should chorus the word in English. This is very
important, as it is giving the children an opportunity for continued language reinforcement
and exposure.
If the child succeeds in finding a matching pair, help them say, They are the same! and the
flashcards remain in place, with the images showing. If they don’t, they can be helped to say,
They are different and then turn them face down.
Extension to lead to engage with an individual response
Once the children have become more confident with a set of target words and expressions,
instead of chorusing together, each individual child should say the word as they turn over the
card. If they can’t remember they should be encouraged to ask for help, e.g. Help, please!
Progression Notes: Observe which children are confidently and calling out the target language.
Are children still using the mimes?
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CIRCLE TIME ENGAGE 3 :GAME- THE PAIR GAME
BAHAN: 2 set kad imbasan (tema yang sama)
CARA BERMAIN:
Guru umumkan permainan: Let’s play the pair game!
Guru perlu menyediakan 2 set kad dan meletakkannya di atas lantai secara tertutup.
Guru beri arahan:Let’s find a pair, two the same.
Guru memilh seorang murid dan murid diminta membuka satu kad dan menyebut kad apa
yang dilihat; contoh biru.
Kemudian murid membuka kad pada set yang lagi satu. Jika didapati kad yang sama yang
dipilih iaitu biru murid akan berkata It’s blue Hooray! They are the same. Jika kad yang
dipilih berlainan murid akan berkata It’s red! Oh, they are different.
Murid diminta mencari pasangan kad yang sama.
Murid yang berjaya mendapat pasangan kad yang sama guru akan membantu murid
menyebut they are the same! dan jika pasangan yang tidak sama They are different!.
Sekiranya murid dapat meneka dengan betul murid tersebut akan mengetuai permainan
tersebut.
Permainan boleh dikembangkan untuk menggalakkan respon murid secara individu
Apabila murid menjadi lebih yakin dengan target language, murid boleh menyebut perkataan
semasa mereka membalikkan kad. Jika mereka lupa, murid perlu digalakkan meminta tolong
dengan menyebut; Help, please!
Nota Perkembangan: Kenal pasti murid yang yakin dan menyebut target language. Adakah murid
masih menggunakan mime/gerak bibir?
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3. Engage Activities: Individual Response
Focus on the children responding as individuals to teacher-led activities.
Aktiviti berpusatkan guru dan fokus kepada respon murid secara individu.
This stage also includes the other games when they encourage children to respond as individuals,
e.g. ‘What’s missing?’ and ‘The pair game’.
Bahagian ini juga boleh melibatkan permainan lain, jika guru menggalakkan murid untuk respon
secara individu. Contoh: “What’s missing?” dan “The pair game”.
CIRCLE TIME ENGAGE 4: GAME – THE MIME GAME
MATERIALS: Flashcards
STEPS:
Announce the game, e.g. Let’s play the mime game!
Model the game: do a mime and then ask the topic question, e.g. [Mime it’s rainy], What’s the
weather like? Or [mime a colour] What colour is it? Or [mime a daddy] Who is it? Or [mime a
teddy] What is it?
Ask children to put their hands up to show they know the answer and select a child. If they
guess correctly, say Yes it is! and ask them to come forward as a volunteer.
Show them a flashcard and ask them to mime it for the class to guess. Help them ask the
topic question.
Repeat until all or a number of children have volunteered.
Extension
Instead of showing a flashcard, whisper a topic word / phrase into the child’s ear. This will be
quite challenging as the child will have to understand what they heard to be able to mime
correctly.
If the topic is related to the parts of the body, have children come up in pairs and join
themselves at the part of the body they want their peers to say, e.g. arm along arm, tummy
along tummy. Careful with mouth and eyes. Mouth, get children to blow kisses / air kiss
towards each other; Eyes, get children to stare at each other.
Progression Notes: Observe which children are able to remember the mime and which are able to
answer correctly in English. If you whisper the target language, is the child able to understand?
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CIRCLE TIME ENGAGE 4: GAME– THE MIME GAME
BAHAN: Kad Imbas
CARA BERMAIN:
Guru mengumumkan permainan (Let’s play the mime game)
Guru tunjuk cara permainan – guru membuat gerak mulut dan bertanya kepada murid.
Contoh, guru membuat gerak mulut “blue” dan guru bertanya kepada murid “What colour is
it?”.
Guru minta murid mengangkat tangan untuk menjawab soalan. Jika murid dapat menjawab
dengan betul, guru sebut “Yes, it is!”. Murid yang menjawab dengan betul diminta menjadi
mengetuai permainan.
Guru menunjukkan kad imbas kepada murid tersebut, murid akan membuat gerak mulut.
Murid dibimbing menyebut “What ____ is it?”. Murid lain akan cuba meneka dengan betul.
Permainan diulang sehingga lebih ramai murid berpeluang mengetuai permainan.
Tambahan:
Selain guru menggunakan kad imbas, guru juga boleh membisikkan perkataan kepada murid
yang mengetuai permainan. Ini akan menjadi lebih mencabar, kerana murid perlu faham apa
yang didengar untuk mereka menggerakkan bibir (mime) dengan betul.
Jika topic berkenaan tubuh badan; murid secara berpasangan. Pasangan akan menyentuh
badan rakan dan rakan perlu menyebut nama bahagian tubuh yang dipegang. Hati-hati
untuk mata dan mulut. Untuk mulut, rakan boleh meniup kepada pasangan, dan bagi mata
boleh direnung.
Nota Perkembangan: Kenal pasti murid yang dapat mengingat gerak bibir dan murid yang dapat
menjawab dalam Bahasa Inggeris dengan betul. Jika guru membisik target language, adakah murid
faham?
Engage Activity 4: The Mime Game
Blue (mime)
What colour is it?
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CIRCLE TIME ENGAGE 5: GAME – THE TELEPHONE GAME
MATERIALS: Flashcards
STEPS:
Announce the game, e.g. Let’s play the telephone game!
Begin by helping children whisper. Say or chant the target language in a whisper together.
Look at a flashcard without showing it to the children. Place it on the floor, board or wall face
down.
Whisper the flashcard word into a nearby child’s ear. Put your hand in front of your mouth
and emphasise that it is a whisper for the child only.
Encourage the child to pass on the word they have heard you whisper. Help them cover their
mouth with their cupped hand.
Help the children pass on the whisper. If they have problems hearing, get them to say
Pardon, please repeat! Follow the whisper around the circle.
When it reaches the last child, ask them to say it out loud. Turn over the original flashcard
and ask them if it is the same. If it is, praise the children for being such a great telephone. If it
is different, say Oh no! The telephone is broken!
Play another time, this time going in a different direction around the circle.
Extension
Ask a child to begin the game and to be in charge of the flashcard to compare the word that
gets passed around at the end.
Instead of using a single word, use a question or a sentence, e.g. It’s hot and sunny.
Progression Notes: Observe which children are able to ask for repetitions and who successfully
whispers the word.
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CIRCLE TIME ENGAGE 5: GAME – THE TELEPHONE GAME
BAHAN: Kad Imbas
CARA BERMAIN:
Guru mengumumkan permainan (Let’s play the telephone game)
Murid diminta duduk dalam satu bulatan.
Guru tunjuk cara berbisik – Semua murid menyebut perkataan yang disasarkan pada hari ini
secara berbisik.
Guru memulakan permainan. Guru lihat kad imbas (tanpa ditunjukkan kepada murid-murid)
dan diletakkan secara terbalik di atas lantai/ pada papan putih.
Guru membisikkan perkataan tersebut kepada murid pertama. Murid tersebut akan
membisikkan perkataan yang sama kepada murid seterusnya. Guru membantu murid
menutup mulut mereka semasa berbisik.
Murid dibimbing menyebut “Pardon, please repeat!” jika mereka tidak mendengar perkataan
yang dibisikkan.
Murid terakhir akan menyebut perkataan yang didengar dengan kuat. Kad imbas yang
diletakkan di atas lantai/ pada papan putih ditunjukkan kepada semua murid.
Guru bertanya kepada murid “Are they the same?”.
Jika sama, guru memuji “You are a great telephone!”. Jika tidak sama, guru sebut “Oh no!
the telephone is broken!”.
Pusingan kedua permainan dijalankan mengikut arah bertentangan.
Tambahan:
Guru boleh minta murid mengetuai permainan. Murid tersebut akan pilih satu kad gambar
yang tidak ditunjukkan kepada murid lain. Murid akan membisikkan perkataan kepada murid
kedua. Bandingkan dengan perkataan yang diterima oleh murid terakhir.
Selain menggunakan hanya satu perkataan, soalan atau ayat mudah juga boleh digunakan.
Contohnya “It’s hot and sunny”.
Nota Perkembangan: Kenal pasti murid yang boleh meminta supaya perkataan diulang dan murid
yang berjaya membisik perkataan tersebut.
Engage Activity 5: The Telephone Game
sunny
………..
18
CIRCLE TIME ENGAGE 6: GAME – THE HEAD AND TOES GAME
MATERIALS: Flashcards
STEPS:
Announce the game, e.g. Let’s play the head and toes game!
Begin by dividing the topic flashcards into two halves. Place one half towards the top of the
wall or board space. Place the other half towards the bottom. If you wish, draw a line
separating them.
Explain that when you say something with a word in the top set they touch their head, if you
say something with a word in the bottom set they touch their toes.
Demonstrate what you mean.
When you begin to play with the children explain that if they make a mistake they have to sit
down for two calls.
Call out full sentences, e.g. It’s sunny today. Alternate and repeat so children are caught out.
They will enjoy being challenged.
Praise children who don’t make mistakes.
Extension to lead to an exploit situations
Ask a confident child who is not making mistakes to come to the front to call out the target
language.
Use different topic sets, e.g. colours at the top and weather at the bottom. Children respond
according to the topic you call out, e.g. I like blue or It’s rainy today.
Progression notes: Observe which children are able to quickly respond by touching their head or
toes.
19
CIRCLE TIME ENGAGE 6: GAME – THE HEAD AND TOES GAME
BAHAN: 2 tema kad imbasan
CARA BERMAIN:
Umumkan permainan, Contoh; Let’s play the Head and Toes Game!
Mula dengan membahagikan kad imbasan topik kepada dua bahagian. Letakkan satu
bahagian ke bahagian atas dinding atau atas papan putih. Letakkan bahagian yang lain di
bahagian bawah. Jika anda mahu, lukiskan garisan yang memisahkannya.
Jelaskan bahawa apabila anda mengatakan sesuatu perkataan yang berada di atas, mereka
perlu menyentuh kepala, jika anda mengatakan sesuatu perkataan di set bawah, mereka
perlu menyentuh jari kaki mereka.
Guru perlu melakukan demonstrasi.
Sebelum mula bermain dengan murid, guru perlu menjelaskan bahawa jika mereka membuat
kesilapan sebanyak 2 kali, murid tersebut perlu duduk.
Guru perlu menyebut ayat penuh, Contoh ; It’s sunny today. Ganti dan ulangi perkataan
lain pula sehingga mendapat pemenang. Murid akan seronok dengan cabaran yang
diberikan.
Puji anak-anak yang tidak membuat kesilapan.
Permainan boleh dikembangkan kepada fasa exploit
Panggil murid yang yakin yang tidak membuat kesilapan untuk datang ke depan untuk
mengulangi permainan tadi.
Gunakan set topik yang berbeza, Contoh; COLOUR di bahagian atas dan WEATHER di
bahagian bawah. Kanak-kanak bertindak balas mengikut topik yang anda panggil. (Pastikan
kedua-dua set tema telah diajar)
Nota Perkembangan: Kenal pasti murid yang dapat memberi respon yang cepat dengan
menyentuh kepala atau jari kaki mereka
20
Example of Engage Activity 6: The Head & Toes Game
WHITE BOARD
red yellow blue
green orange
sunny snowy windy
rainy cloudy
I like blue.
Head.
21
CIRCLE TIME ENGAGE 7: GAME – THE RUN AND COLLECT GAME
MATERIALS: Two of each flashcard (maximum of 16 in total)
STEPS:
Announce the game, e.g. Let’s play the run and collect game!
Begin by placing a set of flashcards in two sets on the floor at the end of the room.
Divide the children into two teams and decide upon a name for each team, e.g. a colour, a
favourite cartoon character. Nominate a set of flashcards for each team.
You will need to collect team points, so arrange either to write tallies on the board or use
blocks, Lego, plastic coins, beads etc. as representative of each team point.
Two children begin, one child from each team. Explain that you will call out a word and they
should run to their team’s flashcards, pick up the flashcard and bring it back to you. The first
child to return gets a point for their team if they can say the word correctly.
Call out the target language in a sentence, e.g. It’s rainy today!
When the children return with the flashcards, ask them what they have brought you: What’s
the weather like Sarah?
Award a point to the child who arrived first and can successfully say what is on the flashcard.
Either mark a tally on the board or place an object to represent the point.
Keep going until all children have had a go at running.
Count the points. Start with the team with the fewer points. Count them with the children.
Write the number for the children to see. Clap the team. Do the same with the winning team.
Ask the children who has the most points and clap the winning team.
Extension to lead to an exploit situations
Ask a confident child to be the caller.
Progression notes: Observe which children are able to pick up the correct flashcard and name it
confidently.
22
CIRCLE TIME ENGAGE 7: GAME – THE RUN AND COLLECT GAME
BAHAN: 2 set kad imbasan (1 set untuk satu kumpulan)
CARA BERMAIN:
Umumkan nama permainan, Contoh; . Let’s play The Run and Collect Game!!
Letakkan 2 set kad imbasan pada lantai di hujung kelas. ( satu set untuk setiap kumpulan)
Bahagikan murid-murid kepada dua kumpulan dan tentukan nama kumpulan bagi setiap
kumpulan ( nama warna, nama karekter kartun dan sebagainya)
Sediakan satu bentuk token sebagai mata ganjaran kepada kumpulan yang mengutip mata.
Contoh : tandakan mata di papan putih atau gunakan lego, syiling plastik dan sebagainya
Guru menyebut satu perkataan dan seorang murid dari setiap kumpulan harus berlari ke kad
imbasan kumpulan masing-masing, ambil kad imbasan yang disebut dan membawanya
kepada guru. Murid yang pertama sampai kepada guru dan menyebut perkataan dengan
betul akan memperoleh mata untuk pasukan mereka.
Sebut perkataan dalam ayat seperti It’s rainy today!!!!
Apabila murid kembali dengan kad imbasan, tanyakan soalan apa yang mereka bawa seperti
What’s the weather like Sarah?
Beri mata ganjaran kepada murid yang sampai dahulu dan dapat menyebut apa yang
terdapat dalam kad imbasan tersebut dengan jayanya.Tandakan mata di papan putih atau
berikan token mewakili mata ganjaran.
Permainan ini selesai apabila semua murid menghabiskan giliran mereka.
Kira mata bermula dengan pasukan yang memperoleh mata yang paling sedikit. Kira mata
bersama dengan murid dan tulis mata supaya murid dapat melihatnya. Beri tepukan kepada
pasukan tersebut. Lakukan perkara yang sama kepada pasukan yang menang.
Permainan boleh dikembangkan kepada fasa exploit:
Panggil murid yang mempunyai keyakinan yang tinggi menjadi pengacara/ penyebut
perkataan (caller)
Nota Perkembangan: Kenal pasti murid yang dapat mengambil kad yang betul dan menyebut
dengan yakin.
23
Example of Engage Activity 7: The Run and Collect Game
SET OF
FLASHCARDS
SET OF
FLASHCARDS
TEAM 1
TEAM 2
TEACHER/
CALLER
24
CIRCLE TIME ENGAGE 8: GAME – THE MAKING SETS GAME
This activity not only develops children’s listening and speaking skills but also fosters early maths
concepts.
Version 1:
MATERIALS: Three or four flashcards from three different topics (no more than 12 in total)
STEPS:
Announce the game, e.g. Let’s play the making sets game!
Mix up the flashcards and place them in a bag, a box or in a pile on the floor.
Invite confident children to come up and take out or turn over a card.
Ask them to name the picture, if suitable help them make a sentence using It’s … / They’re
…
Check with the class that the image has been correctly labelled.
Ask the children, What set is it? Is it the colour set, the family set or the number set?
Elicit what they think and start making sets.
Once all the flashcards have been put into a set, count how many there are in each set, are
there any missing? Help the children remember what else belongs in the set.
Version 2: Using the children (for topics like the face, the body, family, clothes, pets)
Announce the game, e.g. Let’s play the making sets game!
Call out questions like: Who’s got black hair? Get all children with black hair to make a group
together (all or most of the group). They can chant loudly I’ve got black hair! Any remaining
children can make a circle around them.
Ask, Who’s got long black hair? Get these children to separate and form a separate group.
They can chant loudly I’ve got long black hair! Count the children in this set.
Ask, Who’s got short black hair? Get these children to separate and form a separate group.
They can chant loudly I’ve got long black hair! Count the children in this set.
This can be done with lots of different topics: You can make Human Venn Diagrams: Who’s
got a pet? – Who’s got a cat? Who’s got a bird? Who’s got a cat and a bird? Who’s about
brothers and sisters: Who’s got a brother? Who’s got a sister? Who’s got a brother and a
sister? Don’t forget to have children chant when they create a set, e.g. I’ve got a cat!
Extension: Mix word cards and flashcards. Or once the sets have been created, ask children to
find the matching word cards.
Progression notes: Observe which children are able to pick up the correct flashcard and name it
confidently; or children who are able to confidently listen for a descriptor and respond.
25
CIRCLE TIME ENGAGE 8: GAME - THE MAKING SETS GAME
Aktiviti ini membantu perkembangan mendengar dan bertutur murid, selain perkembangan awal
matematik.
*VERSI 1*
BAHAN: Tiga set kad imbasan mengandungi 3 tema berlainan. (Tidak lebih daripada 12 kad
imbasan bagi ketiga-tiga tema)
CARA BERMAIN:
Guru umumkan permainan: Let’s play the making sets game!
Campurkan semua kad imbasan dalam SATU bekas/kotak atau letakkan di atas lantai (kad
juga boleh diterbalikkan)
Panggil seorang murid dan minta murid pilih satu kad.
Minta murid sebut (It Is.....) atau (They are....)
Tanya pada murid lain sama ada jawapan betul atau tidak. Cth: "Children / students, is
that correct?" "Yes it is/No it isn't"
Tanya pada murid yang telah pilih kad: "What set is it?" Bimbing murid: "Is it the colour
set, body set or fruit set?"
Tanya murid apa yang mereka tahu tentang kad dan minta murid untuk mengumpulkan kad
set yang sama.
Setelah semua kad diletakkan dalam setnya, minta murid untuk mengira jumlah kad dalam
setiap set.
Kemudian, minta murid mengenal pasti apakah item lain yang ada dalam set tersebut, selain
yang diambil tadi.
26
CIRCLE TIME ENGAGE 8: GAME – THE MAKING SETS GAME
*VERSI 2* (Menggunakan murid untuk topic seperti tubuh badan, keluarga, pakaian, haiwan)
CARA BERMAIN:
Guru umumkan permainan: "LET'S PLAY THE MAKING SETS GAME"
Guru menyediakan soalan/ciri yang dikehendaki untuk menghasilkan set. Cth: "Who's got
black hair?"
Murid yg ada ciri tersebut akan membentuk 1 kumpulan (set). Murid yang tiada ciri tersebut
akan membentuk bulatan di sekelilingnya.
Murid dalam bulatan akan menyebut ciri mereka dengan kuat. Cth: "I've got black hair!"
Guru menyebut ciri set yang lain. Cth: "Who's got long black hair?"
Murid dengan "long black hair" akan membentuk 1 kumpulan dan menyebut "We've got
long black hair"
Permainan diteruskan dengan guru menyatakan ciri set dan murid akan membentuk
kumpulan set.
Tambahan: Guru boleh mencampurkan kad imbasan bergambar dengan kad perkataan, dan murid
memadankan kad gambar dengan kad perkataan yang betul.
Nota Perkembangan: Kenal pasti murid yang dapat mengambil kad yang betul dan menyebut
dengan betul dan yakin, atau murid yang dapat memberi respon terhadap rangsangan secara lisan
dengan betul.
27
CIRCLE TIME ENGAGE 9: GAME – THE TOUCHY-FEELY GAME
MATERIALS: Realia (e.g. toys, clothes, fruit, toy animals)
STEPS:
Announce the game, e.g. Let’s play the touchy-feely game!
Begin by placing an object in a bag or box, hidden from the children.
Ask individual children to come and feel what’s in the bag. First feel outside, then put their
hand inside. Say, What’s in the box/bag? What do you think it is? Can you guess?
Help them to use a sentence when they finally name it, It’s a …
Extension to lead to an exploit situations
Get children to describe it as they are touching, e.g. It’s big, it’s small, It’s soft, It’s hard. The
children will need to have encountered this language before they can use it, however.
Children can also be asked to find the correct word card for the object they’ve guessed.
Progression notes: Observe which children are able to pick up the correct flashcard and name it
confidently.
28
CIRCLE TIME: ENGAGE 9: GAME – THE TOUCHY-FEELY GAME
BAHAN: Bahan Maujud
CARA BERMAIN:
Guru umumkan permainan: Lets Play the touchy feely game!
Letakkan 1 objek di dalam sebuah beg atau kotak tanpa pengetahuan murid.
Guru meminta seorang murid untuk datang memegang dan merasa (menyentuh) objek yang
terdapat di dalam beg/ kotak. Sebelum itu, murid diminta untuk memegang bahagian luar
beg sebelum memasukkan tangan ke dalam beg yang berisi objek tersebut.
a. Guru bertanya kepada murid: Whats in the box/ bag? / What do you think its is? / Can
you guess? Bimbing murid untuk menyatakan ayat penuh semasa menjawab soalan
guru. Cth: It’s a .......................
Aktiviti boleh dikembangkan ke fasa exploit
Sebelum meneka nama sesuatu objek, guru beri galakan kepada murid untuk menerangkan
ciri-ciri objek semasa menyentuh objek di dalam beg/ kotak menggunakan ayat yang betul.
o Cth: It’s big / It’s small / It’s soft / It’s hard.
Guru juga boleh meminta murid mencari kad perkataan bagi nama objek yang berjaya
diteka.
Nota Perkembangan: Kenal pasti murid yang dapat mengambil kad dengan betul dan menjawab
dengan yakin.
29
4. Exploit Activities
Children using English and taking control in activities as well as requiring less teacher support.
Murid menggunakan Bahasa Inggeris dan mengendalikan aktiviti, bimbingan guru adalah minima.
CIRCLE TIME EXPLOIT 1: GAME – THE GUESSING GAME
MATERIALS: Two of each flashcard (maximum of 16 in total)
STEPS:
Announce the game, e.g. Let’s play the guessing game!
Begin by placing a set of flashcards on the floor, board or wall, face up.
Using the other set of flashcards, select one and keep it hidden.
Invite individual children to guess what it is, e.g. depending on the topic: What is it? What
colour is it? What’s the weather like? Who is it? Depending on ability, they can use different
questions a) Sunny? b) Is it sunny?
If the guess is incorrect, say No, it isn’t. Ask the child to turn over the named flashcard which
is on the floor, board or wall. This helps small children eliminate and avoid asking the same
thing multiple times.
If the guess is correct, say Yes, it is! and the child who guessed correctly can come to the
front and lead the game.
Help them ask the topic question and respond using Yes it is, or No it isn’t. Encourage the
class to ask full questions too, e.g. Is it sunny?
Extension: As children get more confident, instead of using the picture cards use the word cards on
the floor, wall or board.
Progression notes: Observe which children are able to ask full questions and remember the target
language. How easily do children respond to questions when they are leading?
30
CIRCLE TIME EXPLOIT 1 : GAME - THE GUESSING GAME
BAHAN: 2 set Kad Imbasan
CARA BERMAIN:
Guru umumkan permainan: Let’s play the guessing game!
Dua set kad imbasan yang sama disediakan.
Satu set kad imbasan ditunjukkan dan ditampal pada papan putih / dinding / lantai manakala
satu set lagi dipegang oleh guru.
Set yang dipegang oleh guru tidak ditunjukkan kepada murid.
Guru mengambil salah satu kad imbasan (Contohnya: red card dan kad tidak ditunjukkan
kepada murid)
Murid diminta supaya meneka kad tersebut. Murid perlu bertanya dengan menggunakan
soalan yang bersesuaian. Contoh: What colour is it? Is it yellow?
Sekiranya murid dapat meneka dengan betul, guru perlu menjawab Yes, it is dan murid
tersebut akan mengetuai permainan tersebut.
Sekiranya murid tidak dapat meneka dengan betul, guru perlu menjawab No, it isn’t. Turn
over the yellow card. (Murid perlu menterbalikkan yellow flashcard pada papan putih dan
aktiviti diteruskan sehingga murid dapat meneka dengan betul.
Tambahan: Apabila murid semakin yakin, tukarkan penggunaan kad imbasan bergambar kepada
kad imbasan perkataan.
Nota Perkembangan: Kenal pasti murid yang dapat menyoal dalam ayat yang lengkap dan
mengingati ayat sasaran. Adakah murid-murid lain dapat mengikut arahan dari rakan?
31
W What colour is it?
Is it yellow?
hat colour is it?
Is it yellow?
W What colour is it?
Is it yellow?
hat colour is it?
Is it yellow?
Example of Exploit Activity 1: The Guessing Game
Whiteboard
red yellow blue
green orange
What colour is it?
Is it yellow?
No, it isn’t. Turn over
the yellow card.
32
CIRCLE TIME EXPLOIT 2: GAME – THE STEPPING STONES GAME
MATERIALS: Flashcards
STEPS:
Announce the game, e.g. Let’s play the stepping stones game!
Point to the space in the middle of circle time. Explain it is a deep river and that they can only
cross it using magic stepping stones – the topic flashcards.
Place the flashcards across the space, reaching from one side to the other, and demonstrate
what to do. Jump on each flashcard and say what it is.
Invite a confident child to jump across the river. Encourage them to name each flashcard
they jump onto. If they can’t remember a word get them to ask the class for help, Help
please!
Praise children who cross the river successfully, with help or not. Everyone should clap and
say Bravo! Introduce and use positive language like, Bravo! Sarah can do it!
Expansion: As children progress through 4+ and 5+ they should be using phrases / sentences as
they jump across the river, e.g. I’ve got brown eyes; A red car; I’m in the classroom; I like curry.
Progression notes: Observe which words or expressions children have more difficulty with and
plan to focus on these in following lessons.
33
CIRCLE TIME EXPLOIT 2 : GAME - THE STEPPING STONES GAME
BAHAN: Satu set Kad Imbasan
CARA BERMAIN:
Guru umumkan permainan: Let’s play the stepping stones game!
Sebatang sungai dilabel pada lantai dan kad –kad imbasan disusun merentasi sungai.
Kad imbasan diimaginasikan seperti batu yang digunakan untuk menyeberang sungai.
Murid diminta menyeberangi sungai dengan melompat ke atas kad imbasan.
Murid yang melompat ke atas kad / batu tersebut perlu menggunakan frasa atau ayat yang
sesuai bagi menggambarkan kad itu. Contoh: blue car / I have a blue car.
Pujian perlu diberikan kepada murid yang dapat menyeberang sungai dengan menyebut
frasa / ayat dengan betul dan murid-murid yang lain perlu bertepuk tangan dan berkata
Bravo! Sarah can do it!
Sekiranya murid tidak dapat menyebut frasa / ayat bagi menggambarkan kad itu,dia perlu
menyebut Help please!
Tambahan: Sepanjang perkembangan murid 4+ dan 5+, murid perlu menggunakan frasa atau ayat
semasa menyeberang sungai dalam aktiviti ini. Contoh: I’ve got brown eyes, A red car,I like curry.
Nota Perkembangan: Kenal pasti perkataan atau ekspresi yang sukar untuk murid dan rancang
untuk fokus kepada perkataan tersebut pada PdPc akan datang.
34
CIRCLE TIME EXPLOIT 3: GAME – THE GLORY GAME
MATERIALS: Flashcards and large dice
STEPS:
Announce the game, e.g. Let’s play the glory game!
Place the topic flashcards in the form of a snake across the floor.
Divide the children into four teams. Ask each team to choose a mascot, e.g. a teddy, a doll, a
car.
Place the mascots at one end of the flashcard snake. The objective is for them to get to the
other end of the flashcard snake, but landing on the flashcards and naming them.
One child at a time represents their team, throws the dice, counts that number of flashcards
and places their team’s mascot on the flashcard they landed on. They should say what it is
they have landed on. Encourage them to use It’s a … or I can … .
If they have difficulty, remind them to ask their team for help, Help please! If their team can
help, their mascot stays on the flashcard, if it can’t, the mascot returns to where it was.
Progression notes: Observe which children can confidently count and use the topic language.
CIRCLE TIME EXPLOIT 3 : GAME - THE GLORY GAME
BAHAN: Kad Imbasan, dadu besar dan pelapik yang mengandungi kotak-kotak seperti dam.
CARA BERMAIN:
Guru umumkan permainan: LET’S PLAY THE GLORY GAME!
Murid-murid dibahagikan kepada empat kumpulan. Setiap kumpulan diberi satu nama
kumpulan.
Setiap kumpulan akan memilih seorang ketua untuk dijadikan sebagai maskot.
Rakan dalam pasukan yang lain akan membaling dadu secara bergilir. Maskot bergerak ikut
bilangan dadu yang diperolehi. Jika maskot bergerak dan ada kad pada tempat berdiri,
maskot perlu membacakan kad tersebut dengan betul. Guru menggalakkan murid dengan
menngunakan “It’s a….” Atau “I can…” atau yang sesuai bagi kad yang diperolehi.
Jika maskot tidak tahu membaca kad tersebut, maskot boleh menyebut “Help Please” dan
ahli kumpulan lain boleh membantu. Sekiranya satu kumpulan tidak tahu, maka maskot akan
patah semula ke tempat asal. Permainan diteruskan sehingga tamat.
35
Nota Perkembangan: Kenal pasti murid yang yakin mengira dan menggunakan ayat berkenaan
topik dengan betul.
CIRCLE TIME EXPLOIT 4: GAME – THE DESCRIBING GAME
MATERIALS: Topic flashcards or realia (e.g. toys, clothes, fruit, toy animals)
STEPS:
Announce the game, e.g. Let’s play the describing game!
Begin by modelling how to play. Select one of the target language objects. According to what
it looks like, begin to describe it, e.g. It’s small and green. What is it?
Invite individual children to guess what it is. Depending on ability they can use different
questions a) Car? b) Is it a car?
If the guess is incorrect, say No, it isn’t
If the guess is correct, say Yes, it is! and the child who guessed correctly can come to the
front and lead the game.
Help them describe the object and respond using Yes it is, or No it isn’t. Encourage the class
to ask full questions too, e.g. Is it a teddy?
Progression notes: Observe which children are able to describe the objects using full sentences,
and ask full questions.
CIRCLE TIME EXPLOIT 4 : GAME - THE DESCRIBING GAME
BAHAN: Kad imbasan atau bahan maujud.
CARA BERMAIN:
Guru umumkan permainan: Let’s play the describing game!
Murid meneka apa yang dibawa oleh guru.
Guru memberi penerangan tentang objek/gambar yang dibawa dengan memberi perumpaan
seperti “It’s Small And Green. What Is It?”
Murid dipanggil secara individu untuk meneka apa yang diterangkan oleh guru. Contoh
jawapan bergantung kepada kebolehan murid. Contoh jawapan: * car / * is it a car?
** kalau jawapan salah, guru jawab No, it isn’t.
** kalau jawapan betul, guru Yes, it is.
Murid yang dapat meneka dengan betul akan menggantikan tempat guru untuk mengetuai
permainan. Galakkan murid menggunakan ayat seperti di atas.
Nota Perkembangan: Kenal pasti murid yang dapat menerangkan objek menggunakan ayat yang
lengkap dan betul, serta boleh menyoal dalam ayat yang lengkap.
36
CIRCLE TIME EXPLOIT 5: GAME – THE THINKING GAME
MATERIALS: Topic flashcards or realia (e.g. toys, clothes, fruit, toy animals)
STEPS:
Announce the game, e.g. Let’s play the thinking game!
Place a maximum of five flashcards or objects on the floor, the wall or board for the children
to see.
Begin by modelling how to play. Select one, but keep it secret. Say, I’m thinking of a toy. It
isn’t the car, it isn’t the doll, it isn’t a computer game and it isn’t a spinning top. What is it?
Invite individual children to guess what it is, e.g. Is it a puzzle?
If the guess is incorrect, say No, it isn’t. If the guess is correct, say Yes, it is! and the child
who guessed correctly can come to the front and lead the game.
Help them to select an object – they should whisper it to you first. Then help them say which
toys it is not and to respond to questions from the class, using Yes it is, or No it isn’t.
Encourage the class to ask full questions too, e.g. Is it a teddy?
Extension: Playing with multiple topics works especially well if the children have been playing with
the topic sets of words and expressions.
Instead of using a set of flashcards or realia from one topic, use target words from four
topics, e.g. a teddy bear, a nose, a baby, a pencil.
Model how to play: I’m thinking of a word. It isn’t a family word, it isn’t a toy word, it isn’t a
face word, what is it?
Encourage children to ask you using sentences: e.g. Is it a pencil?
Respond and ask children to tell you which set it belongs to: Yes, it is! What set is it?
It’s a classroom word.
Progression notes: Observe which children are able to successfully use whole sentences to play
the game.
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CIRCLE TIME EXPLOIT 5: GAME – THE THINKING GAME
BAHAN: Kad imbasan atau bahan maujud
CARA BERMAIN:
Umumkan permainan, Contoh; Let’s play the thinking game!
Mula dengan meletakkan maksima 5 kad imbasan atau objek di lantai, di dinding atau pada
papan putih untuk dilihat oleh murid.
Guru membuat demonstrasi cara bermain.
Guru memilih satu kad (tanpa perlu ambil bahan tersebut) dan merahsiakannya. Guru
menyebut “I’m thinking of a toy. It isn’t the car, it isn’t the doll, it isn’t a computer game
and it isn’t a spinning top. What is it?”
Seorang murid dipilih untuk meneka jawapan. Contohnya, “Is it a puzzle?”
Sekiranya jawapan yang diberikan murid salah, nyatakan No, it isn’t. Sekiranya jawapan
yang diberikan betul, nyatakan Yes, it is! dan murid tersebut akan mengetuai permainan.
Bantu murid untuk memilih kad dan pastikan murid berbisik terlebih dahulu kepada guru.
Kemudian, bantu murid untuk menyatakan objek mainan yang tidak berkenaan dan bantu
mereka untuk respon soalan dari murid yang lain menggunakan Yes, it is atau No, it isn’t.
Galakkan murid-murid bertanya dalam bentuk ayat penuh seperti “Is it a teddy?”
Tambahan:
Bermain menggunakan beberapa topik berbeza membantu terutamanya jika murid telah
bermain dengan set topik / tema berkaitan perkataan dan ekspresi.
Selain menggunakan kad imbasan atau bahan maujud dalam satu topik / tema, sasaran
perkataan daripada 4 topik / tema berlainan juga boleh digunakan. Contohnya, a teddy bear,
a nose, a baby, a pencil.
Tunjukkan cara bermain terlebih dahulu: I’m thinking of a word. It isn’t a family word, it
isn’t a toy word, it isn’t a face word, what is it?
Beri galakkan untuk murid bertanya menggunakan ayat penuh seperti Is it a pencil?
Respon jawapan yang betul dan soal murid mengenai kumpulan set: Yes, it is! What set is
it?
Murid akan menjawab, It’s a classroom word.
Nota Perkembangan: Kenal pasti murid yang dapat menggunakan keseluruhan ayat dengan
betul.
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CIRCLE TIME EXPLOIT 6: GAME – THE ALPHABET GAME
MATERIALS: Topic flashcards and word cards
STEPS:
Announce the game, e.g. Let’s play the alphabet game!
Place the flashcards on the floor, wall or board.
Hold one of the topic word cards hidden from the children.
Say, I’m thinking of a colour word beginning with …
If a child guesses correctly say, Yes it is and show the word card. Point to the first letter and
say it with the children. If it is easily sounded out, do this too.
Invite the child to come to the front and select a word card for the topic. Help them say I’m
thinking of a colour word beginning with …, and Yes it is, or No it isn’t.
Notes: Using the word cards helps reinforce the children’s word recognition skills. When you show
the word card you can ask children what other words they know that begin with the same letter in
different topics.
Extension: Play with multiple topics
Place the flashcards on the floor, wall or board.
Select a word card and hide it from the children.
Say, I’m thinking of a word beginning with …
When children have guessed correctly ask them if they can see any other words that begin
with the same letter in the flashcard collection. Look for the matching word cards together
and compare the letters. If the words are easily sounded out, do this too.
Progression notes: Observe which children are able to recognise letters and think of different
words that start with similar letters.
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CIRCLE TIME EXPLOIT 6 : THE ALPHABET GAME
BAHAN: Kad imbasan bergambar dan kad imbasan perkataan
CARA BERMAIN :
Guru umumkan permainan: “Let’s play the alphabet game”.
Satu set kad imbasan bergambar diletak pada papan putih / dinding / lantai.
Guru mengambil salah satu kad perkataan (Contohnya: blue card dan kad tidak ditunjukkan
kepada murid).
Guru menyebut “I’m thinking of a colour word beginning with letter b”. Contohnya letter
“b” for blue.
Murid diminta supaya meneka kad tersebut. Jika murid meneka dengan betul, guru akan
berkata “Yes, it is” dan tunjukkan kad perkataan tersebut. Tunjuk huruf pertama dan sebut
huruf itu bersama dengan murid. Jika huruf itu mudah dibunyikan, guru dan murid boleh
bunyikan huruf tersebut.
Guru memanggil murid datang ke depan dan memilih satu kad perkataan. Bantu murid
dengan berkata “I’m thinking of a colour word beginning with letter ………”. Sebut “Yes,
it is” jika betul dan sebut “No, it isn’t” jika salah.
Untuk meningkatkan lagi kemahiran murid mengenal perkataan, guru boleh menggabungkan
beberapa kad imbasan bergambar dari tema-tema yang telah diajar, kemudian bertanya
kepada murid perkataan lain yang bermula dengan huruf yang sama.
Nota: Dengan menggunakan kad perkataan, ia akan menggalakkan murid mengenal huruf. Guru
boleh menggalakkan murid berfikir perkataan lain yang mempunyai huruf awal yang sama dari tema
lain.
Tambahan: Bermain dengan pelbagai topik.
Letakkan kad di atas lantai atau papan.
Pilih kad perkataan dan sembunyikan dari murid.
Katakan, “I’m thinking of a word beginning with…”
Jika murid dapat menjawab dengan betul, minta murid mengenalpasti kad imbasan
bergambar yang mempunyai huruf awal yang sama. Jika huruf mudah dibunyikan,
bunyikan (phonic).
Nota Perkembangan:Kenal pasti murid yang dapat mengecam huruf dan menyatakan perkataan
lain yang mempunyai huruf awal yang sama.
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Example of Exploit Activity 6: The Alphabet Game
Whiteboard
blue
red
green
yellow
black
white
Is it blue?
“I’m thinking of a colour word
beginning with letter b”
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ENGLISH LEARNING AREA (ELA) - EXPLOIT
MATERIALS: all resources used in English lessons, e.g. puppet, flashcards, realia, storybooks,
games, rhyme and song sheets, props for role play
STEPS:
Suggest to the children that they have an area for English. Ask them what they think it
should include. It can be decorated with their table work, or images of words and
expressions they know in English.
Together with the children agree upon rules of use, e.g. Use English as much as possible,
four children at a time, tidy up the resources after using them.
At the end of an English lesson, place the resources you used in that lesson into the ELA.
When children select a learning area encourage them to include the ELA in their
selection.
As you observe children playing during free play, include the ELA in your observations.
Who is using it? Are they able to use the language they have learned to interact with the
resources? Which resources are most popular?
ENGLISH LEARNING AREA (ELA) / ELC - EXPLOIT
BAHAN: Semua bahan yang digunakan dalam pengajaran Bahasa Inggeris. Contoh: boneka, kad
imbasan, bahan maujud, buku cerita, permainan, rhyme dan carta lagu, bahan atau alat main
peranan.
CARA PENGGUNAAN:
Maklumkan murid kewujudan dan penggunaan sudut Bahasa Inggeris. Minta pendapat
murid untuk menghias sudut tersebut.
Tetapkan peraturan di sudut tersebut. Contoh: perlu menggunakan Bahasa Inggeris, 4
murid pada satu-satu masa, mengemas sudut selepas digunakan.
Di akhir PdPc, letakkan bahan yang telah digunakan di sudut tersebut.
Apabila murid memilih sudut pembelajaran, galakkan murid menggunakan sudut Bahasa
Inggeris tersebut.
Ketika pemerhatian semasa main bebas, masukkan sudut Bahasa Inggeris dalam
pemerhatian. Siapa yang gunakan? Bolehkah murid berinteraksi dan menggunakan
bahan? Bahan yang paling digemari murid.
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3. Remembering activities
Helping children remember previous activities
To be incorporated into Lesson 2 of the Lesson 1 – 8 series.
Membantu murid mengingat pembelajaran yang lepas.
Digunakan dalam Lesson 2 dari siri Lesson 1 – 8.
REMEMBERING 1: WHO CAN REMEMBER HOW TO MIME?
MATERIALS: Flashcards or realia from last lesson and one from the previous topic
As the focus of the first lesson is on listening, expecting all children to say the language they encountered in lesson 2 would be unfair. So the focus is on getting the children to remember the topic and the mimes they associate with the new language. Children may call out the words and expressions in the common classroom language, so teachers may need to recast what they say into English, e.g. Teacher: [Shows a sunny flashcard] Children: Cerah. Ia adalah cerah. Teacher: Yes, it’s sunny! Can you say? It’s sunny! Show me the mime.
Show a flashcard card from the last lesson and one from the previous topic, e.g. weather and colours. Ask the children: In the last lesson did we look at the weather or colours?
Ask if they can remember any of the mines they learned. Show each flashcard and say
the words clearly. Have children repeat after you and remember the mime. It’s sunny!
Can you say? It’s sunny! Show me the mime.
As you introduce the visuals, place them where all children can see
When all visuals have been introduced, count them together, e.g. Six words! Let’s see
some more!
Introduce a few more of the topic words, using the Circle Time 2 strategies.
Progression notes: Observe which children confidently imitate the mime, which repeat the target
language easily and which were able to remember and say the new topic words with little prompt.
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REMEMBERING 1 : WHO CAN REMEMBER HOW TO ‘MIME’ (GERAK BIBIR)?
BAHAN: Kad gambar / bahan maujud daripada topik / tema pembelajaran yang lepas
LANGKAH PERLAKSANAAN:
Guru menunjukkan kad gambar /bahan maujud (tema yang ingin diajar dan yang telah
diajar). Cth: cuaca dan warna – guru bertanya kepada murid : In the last lesson did we
look at the weather or colours?
Guru bertanyakan kepada murid adakah murid mengingati salah satu mime yang diketahui.
Guru menunjukkan kad gambar dan menyebut perkataan secara jelas, kemudian murid
menyebut kembali dan menunjukan cara mime. Cth: It‘s sunny! Can you say? It’s sunny!
Show me the mime.
Selepas guru menunjukkan kad gambar, lekatkan kad tersebut di tempat yang mudah dilihat
oleh murid. Kemudian minta murid untuk mengira bilangan kad gambar yang telah
dilekatkan. *Guru menambah kad gambar yang seterusnya.
Perkenalkan beberapa perkataan baharu, dengan menggunakan strategi Circle Time 2.
Nota Perkembangan: Kenal pasti murid yang yakin untuk mime, murid yang mengulang perkataan
dengan mudah dan murid yang boleh mengingat dan menyebut perkataan baharu dengan
rangsangan yang minima.
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To be incorporated into Lessons 3 and onwards
Digunakan untuk Lesson 3 dan ke atas
REMEMBERING 2: GAME – WHO CAN REMEMBER HOW TO SAY?
MATERIALS: Flashcards or realia from last lesson
As the focus of lessons 2 onwards will be on speaking, remembering time should focus more and
more on encouraging children to tell you what they remember.
Hold the flashcards and encourage children to tell you what they remembered: Who can
remember the (weather) words?
As they call out what they remember in English, show the associated flashcard and place it
where children can see it.
When there is one flashcard left, ask children to look at the flashcards they have already
remembered. What’s missing?
Once it has been remembered, praise the children for remembering all the language from the
last lesson.
From here you can move into playing a game, e.g. What’s missing (see Circle Time 2)
Progression notes: Observe which children are able to remember language from a previous
session.
REMEMBERING 2 : WHO CAN REMEMBER HOW TO ‘SAY’ (MENYEBUT)?
BAHAN: Kad gambar / bahan maujud daripada topik / tema pembelajaran yang lepas
LANGKAH PERLAKSANAAN:
Pegang kad gambar dan galakkan murid untuk menceritakan apa yang mereka ingat tentang
topik yang lepas cth: “Who can remember the weather words?”
Apabila murid menyebut perkataan yang diingati, guru menunjukkan kad gambar tersebut
dan letakkan di hadapan kelas
Sebelum melekatkan kad gambar yang terakhir, guru minta murid melihat semula semua
kad yang telah dilekatkan. Dan tanya “What’s missing?”
Apabila murid boleh mengingati kesemua kad gambar tersebut, berikan penghargaan
kepada mereka kerana berjaya mengingati semua perkataan daripada pembelajaran yang
lepas.
Nota Perkembangan: Kenal pasti murid yang boleh mengingat perkataan dari pembelajaran lepas.
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REMEMBERING 3: GAME – PICK UP A CARD
MATERIALS: Flashcards or realia from the topic
Place the flashcards in a pile in the centre of the circle, or in a bag or a box.
Announce the game, e.g. Let’s play pick up a card!
Have the children come up individually and take a flashcard and name it in English.
Praise children who label it correctly, expanding if necessary, e.g.
Child: Sunny
Teacher: Yes, It’s sunny. Very good, Sarah
If a child is unsure:
a) Provide options for the child to choose from, e.g. Is it sunny or is it rainy?
b) Help the child recognise that they need help and show them that there is nothing wrong in
asking for help. Teach the question, Help please! and encourage them to ask their peers to
help them say the word; e.g.
Sarah: [Looks at flashcard silently]
Teacher: Do you need help Sarah?
Sarah: Help please!
Children: It’s windy
Teacher: Thank you children. Sarah can you say it?
Sarah: It’s windy.
Teacher: Very good.
Progression notes: Observe which children are able to remember the topic language and those
which are able to accept they do not know yet but can ask for help.
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REMEMBERING 3 : GAMES – PICK UP A CARD? (PILIH KAD)
BAHAN: Kad gambar / bahan maujud daripada topik / tema pembelajaran yang lepas
LANGKAH PERLAKSANAAN:
Letakkan kad gambar di tengah kelas / bag / kotak
Guru umumkan permainan, “Let’s play pick up a card!”
Murid secara individu akan memilih kad gambar dan menyebutnya dalam Bahasa Inggeris.
Beri penghargaan kepada murid yang dapat menyebut dengan betul.
Cth : Murid : Sunny
Guru : Yes, It’s sunny. Very good, Sarah
Jika murid tidak pasti dengan jawapan,
i. Beri pilihan jawapan kepada murid cth: It is sunny or it is rainy
ii. Bantu murid tersebut dengan menggalakkan mereka untuk meminta bantuan daripada
rakan yang lain, dengan menggunakan perkataan “Help please”.
Cth: Sarah : (tidak dapat memberikan jawapan) silent
Guru : Do you need help Sarah?
Sarah : Help please!
Murid : It’s windy
Guru : Thank you children. Sarah can you say it?
Sarah : It’s windy
Guru : Very good.
Nota Perkembangan: Kenal pasti murid yang dapat mengingat perkataan dalam topik pengajaran
lepas, dan kenal pasti murid yang dapat mengaku mereka tidak tahu tetapi boleh meminta bantuan
rakan.