LEARNING ■ I can learn about what video games are played around the world and by whom and use what I learn OUTCOMES to make connections with my own culture. ■ I can discuss worldwide gaming trends and understand my own cultural identity. ■ I can make comparisons between cultures and use my own beliefs and values to improve my cultural knowledge.
2d Ask students to read through the sentences and decide
A VOCABULARY FOCUS how best to complete them using no more than three addicted [adj]: enjoying a particular activity very words in each case. They can work in pairs. Elicit some much and spending as much time as you can doing it ideas from the class. moderation [n]: sensible behaviour; not doing too Suggested answers much of something motivated [adj]: enthusiastic and determined 1 make big money phenomenon [n]: a situation that can be seen to 2 plays in moderation/plays sensibly/does his happen or exist homework/does sport/sees his friends/does professional [n]: someone who plays a sport or does other things an activity as a job rather than for enjoyment 3 in class/with her students solitary [adj]: tending to spend a lot of time alone 4 active/connected to others/active and connected specific to [adj]: limited to one particular thing 5 of gamers/of players 6 20 billion dollars WARMER Ask students about their favourite computer games. Gateway to culture Write some of these questions on the board: What are your favourite computer games? What types of 3a Put students into pairs to discuss the questions and games do you dislike? Do you prefer to play alone come up with suitable answers. Then elicit ideas from or with other people? What devices do you prefer to the class. use to play computer games? Are there any devices Answers you don’t like? Why? Have a class discussion to find Students’ own answers out students’ answers to the questions.
1 Ask students to look at the statistics and discuss them PROJECT
with their partner. Elicit thoughts from students, then 3b For Step 1 the class into five groups and give each ask them to answer the questions. Find out which is the group a world region to research – (1) North America, most popular digital device for students to play video (2) Latin America, (3) Europe, (4) Africa and the games on. Middle East, (5) Asia-Pacific. Explain to students that they are going to find out some information about 2a Have students read the article about video games and gaming trends in their selected region. Students answer the question. will need Internet access to do their research. Allow Answers students time to find out the information they need Kim: action games and collate this information to report back to the Laila: adventure games class in the next stage. Max: social games In Step 2, students come up with questions as a whole class for their survey using the points they researched 2b Ask students to read the article again quickly to pick in Step 1. In Step 3, they interview another pair on the out the key information to complete the activity. Have region they researched using the survey questions. students work with a partner to match the numbers with the correct information. 3c Once the class has gathered all the necessary Answers information, ask them to prepare a report with the findings from their survey to show the differences in 1 f 2 e 3 d 4 c 5 b 6 a gaming trends around the world. This information 2c Ask students to read the article again and decide if the can be presented in poster form or as a digital sentences are true or false. Have students work alone presentation. before checking their answers with a partner. Finally, check answers as a class. Answers 1 T 2 F 3 F 4 T 5 T 6 T 7 F 8 F
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