Ins Kino gehen: Jeder Person muss mindestens 6 mal ,,sprechen” ohne Begrüßungen. ,,Stimmt, stimmt nicht, stimme zu u.s.w. sind Wörter und Phrasen, nicht Sätze!
**Jeder Person muss Fragen stellen und antworten.
Ihr wohnt in München. Ihr wollst mit eurem(er) Freund(in) ins Kino gehen. Ihr habt €15,00. Was sollt ihr sehen?
Allein/ Ohne Partner
Mit Partner
5. Öffne einen neuen Tab
6. Klick auf: https://hangouts.google.com/
7. Chat mit deinem(er) Partner(in).
Potenziale Fragen/Themen:
Geh ins Kino
Mit deinem(er) Partner(in):
Als Gruppe: Kopier ihren Chat. Mach ein Google Doc mit euren Chat und Screenshot: https://docs.google.com/document/u/0/. Teil ihren Doc mit Frau DeRidder: hderidde@cord.edu
Rationale:
This technology module is situated within my Freetime Unit plan. Freetime is often a topic in level 1 German classes, but can be without much deeper meaning or connection. In an effort to make this unit engaging, students will use authentic resources and Google Hangouts to plan a trip to the movies. In this lesson, students will visit a German movie theater webpage, watch German movie trailers, identify the prices at various theaters, and use Google Street View to virtually visit the movie theater.
Students will be able to:
Connections with the Standards
ACTFL:
Interpersonal Communication: Learners interact and negotiate meaning in spoken, signed, or written conversations to share information, reactions, feelings, and opinions.
Interpretive Communication: Learners understand, interpret, and analyze what is heard, read, or viewed on a variety of topics.
Acquiring Information and Diverse Perspectives: Learners access and evaluate information and diverse perspectives that are available through the language and its cultures.
Triple E
Engagement: The technology motivates students to start the learning process.The technology causes a shift in the behavior of the students, where they move from passive to active social learners (co-use).
Enhancement: The technology creates paths for students to demonstrate their understanding of the learning goals in a way that they could not do with traditional tools .
ISTE:
2a. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity .