Playtime: A: Teacher's Book

Playtime: A: Teacher's Book PDF

Author: Claire Selby

Publisher: OUP Oxford

Published: 2012-01-19

Total Pages: 0

ISBN-13: 9780194046602

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Comprehensive 176pp guide to using all the resources for Playtime at this level. Clear teaching notes and lesson plans for each unit Clear teaching notes and lesson plans for each optional Workbook unit Extension activities and fast finisher activities Reinforcement lessons Games bank - ideas for general games and using posters, flashcards and monkey puppet Word list Will also be available in Spanish and Czech languages

Fact File Malala Yousafzi, Level 2

Fact File Malala Yousafzi, Level 2 PDF

Author: Rachel Bladon

Publisher: Oxford

Published: 2019

Total Pages: 66

ISBN-13: 9780194633901

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Malala loved going to school. But in Pakistan, the Taliban became very important and they did not want girls to have an education. Malala was not afraid to speak out against the Taliban. In 2012, she was shot in the head and survived, and now more than ever she wants to fight for education for every child. Word count 8,183

Widgets Inc

Widgets Inc PDF

Author: Marcos Benevides

Publisher:

Published: 2018-04

Total Pages: 110

ISBN-13: 9781941140000

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Widgets Inc.: A task-based course in workplace English is a business communication course for English as a second or foreign language (ESL/EFL) classes. It is the second edition of the course, which was originally published by Pearson Longman (Hong Kong: 2008).Students simulate being interns working for a fictional company called Widgets Inc. The course is designed to be compatible with a range of English proficiency levels (from CEFR A2 to C1), including mixed-level classes. It requires a class of 12 or more motivated adults who meet for between 22-45 hours (fifteen to thirty 90-minute periods). Students are placed into teams and follow a project-based product development cycle across 6 stages. Stage 1 introduces the company and a cast of fictional characters who interact with the class via online streamed video. Stage 2 is an R&D stage in which students brainstorm product ideas. In Stage 3, they are given several product ideas proposed by a different team, and must select the best one to go into production. In Stage 4, they are given another team's selected product and must perform market research on it. In Stage 5 they prepare a proposed marketing campaign for yet another product passed from a different team. Stage 6 is the conclusion, in which students prepare a resume and interview for a promotion within the company. Each stage is punctuated by a presentation and/or a writing task which is related to the stage's topic. Students are assessed via can-do statements built into the simulation as "employee evaluations" which include self, peer, and instructor assessments. The course features a task-complexity based syllabus rather than the traditional grammar syllabus or functional-notional syllabus.