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How to use triggers on the MS powerpoint 2003 in designing some interactive games to teach effectively grade 10 english l

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Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

ACKNOWLEDGEMENTS
First of all, I would like to express my heartfelt thanks to all the leaders of
Thanh Hoa Education and Training Department for organizing this seminar and for
giving me the precious chance to do it.
Secondly, I am very grateful to all the teachers of English at Le Viet Tao
Upper Secondary School for offering me useful advice in flashing my ideas.
Last but not least, I would like to thank you very much for your presence and
observation. Your comments and advice would be highly appreciated all in all.

Thank you very much!

Page1
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

1. PREFACE
1.1. REASONS FOR CHOOSING THE THEME
It’s common knowledge that the more developed the society becomes, the
stronger demands to widen international relations there are; therefore, it is
indispensable for us to learn one foreign language. For this reason, English has
been regarded as a main subject at schools. So, to make learning environment
interesting plays an important role in teaching and studying. How can an English
teacher give students new and interesting lessons which motivate students? Each
lesson not only engraves on students’ memory but also helps them remember
forever and have a deep impression on colours, images, and sounds, which makes
students remember the lesson more easily. There are many methods to present this
idea but the most impressive one is designing Games in lessons, which teachers


have been using skillfully for ages.
However, to meet the factual demand, teachers must turn a lesson in
traditional teaching methods into a lesson in modern ones which are applied with
information technology. This makes a lot of teachers worried and confused. In fact,
most of the teachers have only been able to make their own lessons on the
Microsoft PowerPoint simply or basically but not skillfully since the campaign of the
Minister of the Education and Training for applying information technology to
making lesson plans. Therefore, many teachers have a lot of difficulties because
they either design simple lessons which now hide, now appear instead of the
blackboard or they plan lessons with exciting sounds of music or clips of video or
activities of games on the Microsoft PowerPoint which attract, interest and motivate
students, which many teachers have been studying; and especially, English teachers
have difficulties in using advanced effects on the Microsoft PowerPoint, such as
techniques of using Trigger or programming objects…
As a teacher of English, throughout years’ time of teaching English in the
period of general education renovation, I myself have met a lot of difficulties in
applying information technology to the interactive lessons, especially making
games. However, I have ceaselessly been studying by myself, learning passionately
from other colleagues, books, Internet to raise my standard. As a result, I have
become skillful to have interesting lessons with such beautiful and professional
games that my students and colleagues have appreciated highly so far. And, I
would like to share my experiences in designing lessons on the Microsoft
PowerPoint, especially difficulties in making games to teach English effectively.
It is the reasons above that have been urging me to choose the theme: “How
to use Triggers on the MS PowerPoint 2003 in designing some interactive Games
to teach effectively Grade 10 English lessons?” for my own Seminar on
methodology without cease. This methodology seminar, which is related to
applying the Games: “Lucky numbers” and “Noughts and Crosses” to basic
English textbook interactively, mentions the contents, the ways to design and to
carry out the games, especially, games designed on the MS PowerPoint and some

examples applied to 10 Grade English lessons. .

Page2
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

1.2. AIMS OF RESEARCH
From the matter of fact, as a teacher, I have endlessly been considering and
researching for the methods to improve the quality of teaching English. Knowing
that the students’ psychophysiology is doing what they enjoy, liking new things,
indulging in pleasures rather than study, I give them a new method of learning in
which they can work for both study and pleasure. This method gives them the
feeling of delight and easiness when they learn English lessons through some new
language Games, exactly “Lucky numbers” and “Noughts and Crosses” on the MS
Power Point 2003, which are considered to be the new teaching techniques in place
of the old ones (students played games on black board) that students are too
familiar to and bored with. These new language Games, in fact, are competitions.
They require students’ quick decisions such as: How to act? What to speak? How
to win the games? To solve those questions makes students’ thoughts quicker,
more sensitive and intelligent because they must make use of their intellectual
abilities for pleasure and excitement. Thanks to this way, students are naturally
absorbed in the lessons. Games are highly motivating because they are amusing
and interesting. They can be used to give practice in all language skills and be used
to practice many types of communication. They can willingly apply the knowledge
the teacher expects, which has worried them for ages.
Throughout years’ time of teaching English for different students, especially
students of the Old Semi-state school where there are much more weak students
than advanced ones, I would like to present “How to use Triggers on the MS

PowerPoint 2003 in designing some interactive Games to teach effectively Grade
10 English lessons?”. Also, I would like to exchange my own initiative
experiences and methods of teaching with the colleagues so that we can find out
new and interesting methods in the period of education socialization our Party and
State laid down.
1.3. OBJECTS OF RESEARCH
- Teachers at between junior and senior high schools
- Undergraduates and advanced students.
- Period of teaching English in Grade 10 at high schools
- Strategies applied to teach English to Grade 10 students in mixed-ability classes
1.4. METHODS OF RESEARCH
- Using the text-book to apply to each lesson and section.
- Using references to prove.
- Pictures and other materials.
- Investigating, surveying situations.
2. CONTENTS
2.1. Basis of theory:
It’s the common knowledge that the more developed the society becomes,
the stronger demands to widen international relations there are; therefore, it is
indispensable for us to learn one foreign language. For this reason, English has
been regarded as a main and compulsory subject at schools since 2009 and it has
greatly direct influences on students’ results of General Certificate of Secondary
Page3
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

Education, Entrance exams and future jobs. Learning English well at school will
help students to get further success in their own career afterwards as well as to

contribute to the industrialization and modernization of our country. Therefore, it is
essential for a teacher to have his own strategies, techniques, enthusiasm and
passion so as to find the best teaching methods in improving students’ study.
However, it is not easy for an English teacher to choose what strategies and
techniques to teach English for his multi-level class where there are both advanced
and hardworking students and weak and lazy ones. As we know, English is too
difficult for most students to learn, especially, weak rural students find it more
difficult. Nevertheless, teachers should make full use of information technology to
make lessons easier. We have carried out the 29th instruction on “Applying and
developing information technology in education and training will basically change the
renovation of the contents, curriculums, methods in teaching, learning and
administrating education”. Especially, in the school year 2008-2009, we performed
the 55th instruction 2008/CT-BGDDT on 30th September, 2008 on reinforcing

teaching, training and applying information technology in education branch
between 2008 and 2012 with the topic: “Strongly apply information technology,
renew financial management and establish friendly schools, active students”.

2.2. Basis of practice
2.2.1. Achievements
Thanh Hoa Education and Training Department has focused on teaching and
learning English for recent years. We have organized many English advanced
exams for teachers and students. Annually, we have a lot of conferences and
workshops to reform teaching methods. We have been trying to apply new methods
to teaching flexibly and skillfully. In the last few years, we have carried out
reduced curriculum of Ministry of Education and Training. Students are more hardworking, interested in English. Therefore, teaching and learning English has been
enhanced effectively.
2.2.2. Some reasons for the disadvantages of teaching and learning English at
high schools
English is one of the most important subjects at schools but it is not easy

enough for any students to learn. Some students, especially the students who have
no sense, no mood and no patience in learning can’t keep up with the new methods
of learning. Many students haven’t understood the significances of English at the
age of the International integration. Some students learn English for their curiosity
but when they have difficulties, they let things run. Others lack their basic
knowledge from the junior high schools. Therefore, students have no sense, no
mood, no motivation to learn English effectively and actively.
2.2.3. For teachers
Being a teacher of the foreign language, realizing a new method of teaching
is a big problem. Personally, I see that many teachers haven’t given students any
chances to practice vocabulary, grammar.., if there, they just check one or two
students before the lesson mechanically, which makes students bored and passive.
Most teachers have a sense of the importance and benefit of applying
information technology to design plans as well as inserting games into English
lessons, which need a lot of pictures, sounds and video clips to illustrate the
Page4
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

language used. However, many teachers have hesitated to use their power point
lesson plans so far because they think it takes them a lot of time to prepare. Some
teachers prepare their lessons well but there are no projectors to show. Others are
afraid that students are absorbed in playing games without taking notes so they
don’t get any knowledge and make noise. This prevents teachers from designing
games for English lessons on Power Point. In addition, some teachers know little
about information technology and Internet. Besides, most important, teachers agree
they usually meet difficulties in designing interactive games. They don’t know how
to do and who to ask.

2.2.4. For students
Since education reform, students have loved learning English but mainly
advanced students. And weak students who slowly understand the lesson learn
passively. They wait for the teacher’s or other students’ answers. Many of them
have no opportunities or they don’t dare to practice speaking English in class. They
are afraid they speak incorrectly. Many can not read, speak, listen and write; even
they ignore paying attention to the lessons, taking any notes or doing any
homework. In fact, we can see these students have no love for English…Therefore,
the teaching qualities of English do not live up to our expectations. Following is
the survey on the quality of English among 4 classes: 10A, 10C,10D and 10E at the
beginning of the first term in school year 2018-2019.
Listening
Well
Badly
Number
mastered mastered
Classes
of
and
and
students
Applied
applied
Q
%
Q
%
10A
43
11 25.5 32 74.5

10C
45
11 24.4 34 75.6
10D
41
12 29.2 29 70.8
10E
41
13 31.7 28 68.3
Total
170
47 27.6 123 72.4

Speaking
Well
Badly
Number
mastered
mastered
classes
of
and
and
students
Applied
applied
Q
%
Q
%

10A
43
10 23.2 33 76.8
10C
45
11 24.4 34 75.6
10D
41
12 29.2 29 70.8
10E
41
12 29.2 29 70.8
Total
170
45 26.4 125 73.6

Reading
Well
Badly
mastered mastered
and
and
Applied
applied
Q
%
Q
%
13 30.2 30 69.8
13 28.8 32 71.2

14 34.1 27 65.9
15 36.5 26 63.5
55 32.3 115 67.7

Language focus

Writing

Well
Badly
mastered mastered
and
and
applied
applied
Q
%
Q
%
14 32.5 29 67.5
15 33.3 30 66.7
13 31.7 28 68.3
15 36.5 26 63.5
57 33.5 113 66.5

Well
Badly
mastered mastered
and
and

applied
applied
Q
%
Q
%
12 28.0 31 72.0
11 24.4 34 75.6
12 29.2 29 70.8
12 29.2 29 70.8
47 27.6 123 72.4

(* Note: Q : Quantity )
As can be seen from the tables of the statistics above, the rates of the
students who didn’t master the knowledge and those who applied all the skills
weakly are rather high. It has shown that students didn’t master the methods of
learning English and they weren’t hard-working, active and creative in applying the
Page5
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

knowledge the teacher guided them to communicate. These data have proved that
the number of students in a class is not equivalent and has dissimilar levels.
2.3. Strategies applied to solve the situation
2.3.1. What is a language Game?
"A language game is an activity with rules, a goal and an element of fun.
There are two kinds of games: Competitive games, in which players or teams race
to be the first to reach the goal, and co-operative games, in which players or teams

work together towards a common goal. The emphasis in the games is on successful
communication rather than on correctness of language." (Toth, 1995)
2.3.2. Some notes for Games organization
When organizing Games, teachers should pay attention to the following problems:
 Classroom noise: There are 40 – 45 students in each class so when teachers
organize games unskillfully and students compete with each other, they will make
a lot of noise and disturb other classes, and students’ answers are unclear.
Therefore, teachers should control the class well to avoid chaos.
 Some students’ inactiveness: Due to group activities, lazy and weak students do
not want to take part in the games. So, teachers should go around, observe and
encourage them to work.
 Time waste: In some cases, students can’t give the answers, teachers should
help students or correct the questions professionally. If the time for the games is
too long, it will delay other activities.
2.3.3. Salient features of Games designing on MS Power Point with Triggers
In the restriction of the theme, I would like not to discuss the uses of the
games in English lessons any more but I am eager to express my experiences of
how to design some popular games on MS Power Point to teach English at high
schools. First, in comparison with the effects of other soft wares, Power Point has
outstanding with its form and technology application to make lesson plans. Second,
when designing games on Power Point, most of us use techniques of “Trigger” and
“Visual basic” supported by Power Point. Therefore, only MS Office in our
computer is alright. Third, newness “interaction depending on the objects” is one of
the effects on Power Point. This is not a new issue but it is new and strange for
teaching. Fourth, the experience I would like to share is the topic many teachers
who is unskilled can consider and use it to motivate students to learn English more
effectively, especially weak students. Following is two popular games I am looking
forward to presenting. They were carried on successfully and effectively in Grade
10 English lessons.
2.3.4. How to use Triggers on the MS PowerPoint 2003 in designing “Lucky

numbers” Game in details?

 LUCKY NUMBERS
2.3.4.1- Ways of conducting the game
2.3.4.1a. Name of the game: “Lucky numbers”
(Teachers can conduct similarly for other names, such as “Lucky stars”,
“Lucky flowers”, “Lucky pictures”, “Lucky animals”, “Lucky singers”....)
Page6
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

2.3.4.1b. Contents of the game
All tasks in the text book as WH questions, sentence making....
2.3.4.1c. Ways of organizing groups
Teachers can divide the class into 2, 3, 4 groups (it depends on the number of
students). Each group appoints a leader who can choose the numbers (stars,
pictures...) and ask other students to discuss and give the answers.
2.3.4.1d. Rules of the game
Teachers can give more 2 or 3 lucky numbers (stars, pictures...). Each group
can choose one time in turns, time allowance can be 10 or 20 seconds. If the time is
over, this group can’t have the answers, or give incorrect answers, the other can
answer the question. They choose the numbers (stars, pictures...) in turns. Each
correct answer is one point. If the group opens the lucky numbers (stars,
pictures...), they have one point without having to answer the question.
2.3.4.1e. Ending of the game
When they finish answering the question, the group having the most (more)
points without making mistakes will win the game.
2.3.4.1f. Steps of design the game

2.3.4.1f.1. Designing common “Lucky numbers”(“Lucky stars”…) game
The teacher writes numbers, colours… and “lucky numbers” (lucky
colours…) on the extra-board or pieces of papers and asks the leaders of the groups
to choose them. Groups must do the requests as prepared on each numbers, colours
they get to have scores. If they choose the “Lucky numbers” (“colours”…), they
will still have scores without doing the requirements
2.3.4.1f.2. Designing “Lucky numbers”(“Lucky stars”, “Lucky pictures”…)
game on the MS Power Point 2003.
Teachers should carry out the game “Lucky numbers” on the following steps:

(Picture 1)
First, notice that whatever forms we design, we should programme skillfully
so that students choose any boxes, they will disappear or have a symbol after
chosen, which lets students know that box has been chosen in order to avoid
mistakes and arguments. In fact, this happened to some teachers who are unfamiliar
with Triggers. Therefore, to do as the Picture 1, I carry out designing as follows:
For example, in the Picture 1, I have 3 questions and 5 numbers (2 lucky numbers).
The game can be designed on the same slide or slides hyperlinked (I use
hyperlinked slides. This means 3 slides contain 3 questions and answers, 2 slides
are lucky numbers and 1 slide is the master slide. When students choose the
Page7
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

different numbers, hyperlink will run to slides which contain questions or “lucky”
of those numbers), then teacher returns to the master slide so that students can
continue choosing the numbers. Concretely:
+Step1: Designing the master slide: Create boxes or any forms which we can

insert numbers

Click here
Picture 2

Picture 3

* Open MS Power Point 2003, from Power Point, open Slide Show, choose Action
Buttons and then click the square as the arrow in the Picture 2. We can draw the
squares as we like and then there is a hyperlink table Action Settings (Picture 3). We
can link to any slides containing questions or “lucky numbers” by choosing
Hyperlink to  slide… look for the slides containing questions or “lucky
numbers” OK. After drawing and linking the boxes, we number them. Click the
right mouse into boxes, choose Add Text and write numbers on them. Do it in turns
from number 1 to 5.
* Design the symbols  so that students can
recognize that the boxes have been chosen.
Open Drawing, choose AutoShapes  Basic
Shapes  click . From Drawing, fill 
with colours. Next, put 5  onto 5 numbers.
Now give effects to  as follows:

Picture 4

For instance, we creat effect to  in the box number 1 (as Picture 4). Click the left
mouse into the symbol , choose Slide Show  Custom Animation  Add Effect 
Entrance  Penwheel  OK.(as Picture 5). At the effect of , which we have been
made, click as direction and choose Timing (Picture 6)
Click here


Picture 6
Picture 5
Click here
Page8
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

* From Timing, click Trigger. Choose Start
effect on click of. And then look for the
address we need to link. For example, we are
programming the symbol  of the box
number 1, we will choose “1”( The symbol
 of the box number X, we will choose “X”)
We do the same for other boxes.

Click here
Picture 8
+Step 2: Designing other slides: (slides
containing questions and lucky numbers)
which are linked to the master slide.
Notes: Each question together with their
answers and lucky numbers are designed
separately. For example, Picture 9 is a
slide “Lucky number”. We can do it as
follows:
Click the left mouse to the master in the
list of slides on the left of the screen,
press Enter to create other new blank

slides (as Picture 10) (they depend on
how many boxes the game has). In the
blank slides, we can make some slides
with questions and “lucky numbers”. We
programme these slides in the same
ways as that in the master slide (Picture
2 and 3)

Picture 7

* At the master slide, we should
programme a button to press it when
students choose all the numbers. This
button will link into any slides having
the contents we are going to present.
The symbol can be taken from: Slide
Show  Action Buttons. We can do it
as follows (Picture 8):
After drawing the button, click the
right mouse to it and choose Action
Settings  Hyperlink to  Slide…
look for the slide we need to link to
 OK.
When presenting, just press this
button, it will link to the slide we
want.

Picture 9

Click the left mouse


Picture 10
Page9

Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

Picture 12

Click here
Picture 11
For instance, when we create some new slides (as Slide 4, picture 11),
choose Slide Show, select Action Buttons and then click the button “reverse” as the
arrow in the Picture 11. And there is a table Action Settings (Picture 12). We can
link it to the master slide by choosing Hyperlink to  slide… look for the number
of the master slide OK.
Therefore, when showing, if we want to return to the master slide so that
students can choose the numbers, just press the button
we have programmed.
Notice that slides containing questions must be given effects in order that the
questions will appear before their answers in the next click. Avoid the case that
questions and their answers appear at the same time. We can make other new slides
in the same ways as above.
2.3.4.2. Applying the game “Lucky numbers” to teaching some parts in 10
Grade English lessons (Basic curriculum)
- Aims: To practice vocabulary, grammatical structures, especially to solve the
questions in Tasks of Reading; Speaking; Listening; Writing; Language focus and Test
yourself.


- Time: 7-10 minutes (it depends on the questions)
- Teaching aids: Chalks, black board, extra-board, hard covers, or Power Point
- Steps:
+ First, teacher should let students comprehend and answer the questions smoothly
in pairs. And then, teacher divides the class into 2 teams and starts the games so as
to check students’ asking and answering.
+ Teacher gives the rules of the game: Each team can choose and answer the
questions in turns. After 10 seconds, the team having the correct answer will score
1 point; those who can’t answer the questions or have incorrect answer will have
no points and the other will give the answer. The team choosing the “Lucky
number” will have 1 point without giving the answer.
+ Teacher gives the numbers, controls the activity and asks 2 teams to select the
numbers. And the leaders give the answers.
+ Teacher corrects the answers and decides on the scores.
+ Teacher consolidates: The team having more scores will win the game.
* For example: English 10 (Basic curriculum) (page 76)
(The lesson for the examination of the best provincial level teachers)
Unit 7: The mass media - Lesson 2: Speaking (Task 3)
- Aims: Answering the questions in order to consolidate the lesson about The mass
media.
- Time: 9 minutes.
- Teaching aids: Power Point (3 numbers for questions and 2 for “Lucky”)
Page10
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

- Steps:

+ First, teacher should let students comprehend and answer the questions smoothly
in pairs. And then, teacher divides the class into 2 teams and starts the games so as
to check students’ asking and answering.
+ Teacher gives the rules of the game: Each team can choose and answer the
questions in turns. After 10 seconds, the team having the correct answer will score
1 point; those who can’t answer the questions or have incorrect answer will have
no points and the other will give the answer. The team choosing the “Lucky
number” will have 1 point without giving the answer.
+ Teacher gives the numbers, controls the activity and asks 2 teams to select the
numbers. And the leaders give the answers.
+ Teacher corrects the answers and decides on the scores.
+ Teacher consolidates: The team having more scores will win the game.

Picture 13

Picture 13a

+ Teacher gives the numbers and asks 2 teams to select them (Picture 13). Then
teams asked their members to give the answers. For example, students choose
number 4, press 4, we will have Picture 13a. First, click the mouse for the
questions. After 10 seconds, students will have their answers. Second, click the
mouse again for the answer keys. Teacher decides on the scores and press the
button
to return to the master slide so that students can choose the other
numbers.
Picture 13b
Number 1

Picture 13c
For example, students choose number 1, press 1, we will have Picture 13b, a

“Lucky number”. Students don’t have to answer the questions but they get one
point. Then press the button
to return to the master slide so that students can
choose the other numbers.

Page11
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

Number 3

(Picture14)
We can do other numbers similarly. When students have chosen numbers,
numbers boxes will be marked with cross symbols automatically. The Picture 14 is
when students choose up the numbers.
+ Teacher corrects students’ answers and decides on the scores. The team having
the more scores will win the game.
+ Press the button
to link to other slides of the lesson.

 We can do it similarly in the Task 2, 3 – Unit 1: Reading, page 14; Task 2 –
Unit 1: Speaking, page 15; Task 3 – Unit 2: Reading, page 24; Task 2 – Unit 2:
Listening, page 26; Task 3 – Unit 3: Reading, page 34; Task 1 – Unit 4:
Speaking, page 47; Task 2 – Unit 6: Reading, page 64; Task 3 – Unit 6:
Listening, page 68; Task 3 – Unit 7: Reading, page 75; Task 3 – Unit 7:
Listening, page 78; Task 2,3 – Unit 8: Reading, page 84; Reading – Test yourself
C – page 92; Task 2 – Unit 9: Reading, page 96; Task 2 – Unit 9: Listening, page
98; Task 2 – Unit 11: Reading, page 114; Task 2 – Unit 11: Listening, page 116;

Listening, Writing – Test yourself D – page 121; Task 2 – Unit 12: Reading, page
126; Task 2 – Unit 12: Listening, page 128; and Exercises in Language focus
lessons.

 NOUGHTS AND CROSSES
2.3.4.3. Ways of conducting the game
2.3.4.3a. Name of the game: “Noughts and Crosses”
2.34.3b. Contents of the game
All tasks in the text book as WH questions, sentence making....
2.3.4.3c. Ways of organizing groups
Teachers can divide the class into 2 groups. Each group appoints a leader who
can choose the numbers and ask the members to discuss and give the answers.
2.3.4.3d. Rules of the game
Teachers can give more 2 or 3 lucky numbers. Each group can choose one time in
turns, time allowance can be 10 or 20 seconds. If the time is over, this group can’t
have the answers, or give incorrect answers, the other can answer the question.
Page12
Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

They choose the numbers in turns until there are no numbers left. Both groups must
think carefully in order to choose three successive numbers. The group having 3
successive numbers will win the game. The group not having 3 successive numbers
will only get one point for one correct answer. The group choosing “Lucky
number” will have one point without having to answer the question. Each correct
answer is one point. If the group opens the lucky numbers (stars, pictures...), they
have one point without having to answer the question.
2.3.4.3e. Ending of the game

The group having 3 successive numbers will win the game or when they finish
answering the question, the group having more points without making mistakes
will win the game.
2.3.4.3f. Steps of design the game
2.3.4.3f.1. Designing common “Noughts and Crosses” game
The teacher writes numbers and “lucky numbers” on the extra-board or pieces
of papers and asks the leaders of the groups to choose them. Groups must do the
requests as prepared on each numbers they get to have scores. If they choose the
“Lucky numbers”, they will still have scores without doing the requirements
2.3.4.3f.2. Designing “Noughts and Crosses” game on the MS Power Point 2003.
Teachers should carry out designing the game “Noughts and Crosses” mainly
the same as doing “Lucky numbers” on the following steps:
+ Step1: Designing the master
slide: Create boxes or any forms
which we can insert numbers
(Picture 15)
(Picture15)
* Open MS Power Point 2003, from Power Point, open Slide Show, choose Action
Buttons and click the square as the arrow in the Picture 16. We can draw the
squares as we like and then there is a hyperlink table Action Settings (Picture17).
We can link to any slides containing questions or “lucky numbers” by choosing
Hyperlink to  slide.. look for the slides containing questions or “lucky numbers”
OK. After drawing and linking the boxes, we number them. Click the right
mouse into boxes, choose Add Text and write numbers on them. Do it in turns from
number 1 to 9.

Picture 16

Click here


Picture 17

Picture 18
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Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

* Design the symbols  and  so that
students can recognize that the boxes
have been chosen and they can modify
the two groups’ scores ( is for Group A
and  is for Group B).
Open Drawing, choose AutoShapes 
Basic Shapes  click  and . From
Drawing, fill  and  with colours. Next,
put 9  and 9  onto 9 numbers. Now
give effects to  and  as follows:
For instance, we creat effect to  and  in the box number 1 (as Picture 18).
+ Click the left mouse into the symbol , choose Slide Show  Custom Animation
 Add Effect  Entrance  Penwheel  OK.(as Picture 19). At the effect of ,
which we have been made, click as direction and choose Timing (Picture 20)
Click here

Picture 19

Picture 20
Click here
Picture 21


From

Timing, click Trigger. Choose
Start effect on click of. And then look for

the address we need to link. For example,
we are programming the symbol  for
group B, we will choose “B” OK
(Picture 21). We do the same for other 
symbols.

Click here

+ Click the left mouse into the symbol  and move it to the symbol . We create
effect to  similarly to  above.
* At the master slide, we should programme a button to press it when students
choose all the numbers. This button will link to any slides having the contents we
are going to present. The symbol can be taken from: Slide Show  Action Buttons.
We can do it as follows (Picture 22):
After drawing the button, click the right mouse into it and choose Action Settings 
Hyperlink to  Slide… look for the slide we need to link to  OK. When
presenting, just press this button, it will link to the slide we want.

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Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”


Picture 22
+Step 2: Designing other slides:
We can design other slides of
“Noughts and Crosses” the same as
the ones of “Lucky numbers”,
presented above (On the page 9 and
10)
Click right mouse here
2.3.4.4. Applying the game “Noughts and Crosses” to teaching some parts in
10 Grade English lessons (Basic curriculum)
- Aims: This is noughts and crosses game most students can play. Therefore, using
this game will help weak students have chances to choose the numbers and
concentrate interestingly on learning English, especially, practicing vocabulary,
grammatical structures and solving questions in Tasks of Reading; Speaking;
Listening; Writing; Language focus and Test your self. (It is suitable for the tasks
containing 6 or more questions)
- Time: 10 - 15 minutes (it depends on the questions)
- Teaching aids: Chalks, black board, extra-board, hard covers, or Power Point
- Steps:
+ First, teacher should let students comprehend and answer the questions smoothly
in pairs. And then, teacher divides the class into 2 teams (Team A and Team B) and
gives them a symbol ( for A, and  for B) and starts the games so as to check
students’ asking and answering.
+ Teacher gives the rules of the game: Each team can choose and answer the
questions in turns. After 10 seconds, the team having the correct answer will score
1 point; those who can’t answer the questions or have incorrect answer will have
no points and the other will give the answer. The team choosing the “Lucky
number” will have 1 point without giving the answer (There might be no lucky
numbers. It depends on the questions of the task. However, there must be at least 9
numbers). The group having 3 successive numbers will win the game. The group

not having 3 successive numbers will only get one point for one correct answer.
+ Teacher gives the numbers, controls the activity and asks 2 teams to select the
numbers. And the leaders give the answers.
+ Teacher corrects the answers and decides on the scores.
+ Teacher consolidates: The team having 3 successive numbers or more scores will
win the game.
* For example: English 10 (Basic curriculum) ( page 131)
Unit 12: Music - Lesson 5: Language focus - Exercise 3
- Aims: Make questions to the underlined words of the answers to practice
grammar: WH-questions
- Time: 14 minutes.
- Teaching aids: Power Point (8 numbers for questions and 1 number for “Lucky”)
- Steps:
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Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

+ First, teacher should let students read the answers and make questions smoothly
in pairs. And then, teacher divides the class into 2 teams (Team A and Team B) and
gives them a symbol ( for A, and  for B) and starts the games so as to check
what students have done.
+ Teacher gives the rules of the game: Each team can choose and answer the
questions in turns. After 10 seconds, the team having the correct answer will score
1 point; those who can’t answer the questions or have incorrect answer will have
no points and the other will give the answer. The team choosing the “Lucky
number” will have 1 point without giving the answer (There might be no lucky
numbers. It depends on the questions of the task. However, there must be at least 9
numbers). The group having 3 successive numbers will win the game. The group

not having 3 successive numbers will only get one point for one correct answer.
+ Teacher corrects the answers and decides on the scores.
+ Teacher consolidates: The team having 3 successive numbers or more scores will
win the game.
Picture 23

Picture 23a
Number 4

+ Teacher gives the numbers and asks 2 teams to select them (Picture 23). Then
teams asked their members to give the answers. For example, students choose
number 4, press 4, we will have Picture 23a, a “Lucky number”. Students don’t
have to answer the questions but they get one point. Then, press the button
to
return to the master slide so that students can choose the other numbers. At the
master slide, one important thing to do is press A or B so that  or  will appear.
For instance, team A has chosen number 4, we will press A at the master slide in
order that  will appear and vice versa.

Picture 23b
For example, students choose number 9, press 9, we will have Picture 23b, a
number for a question. First, click the mouse for the questions. After 10 seconds,
students will have their answers. Second, click the mouse again for the answer
keys. Teacher decides on the scores and press the button
to return to the master
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Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”


slide so that students can choose the other numbers. At the master slide, one
important thing to do is press A or B so that  or  will appear. For instance,
team B has chosen number 9, we will press B at the master slide in order that 
will appear and vice versa. We can do the same for other numbers.

Picture 24

+ When students have chosen a number,
Picture 25
teacher should press A or B so that  or
 will appear. Picture 24 is the one that
students have chosen up all the numbers.
Team B has 5 points so they are winners.
Picture 25 is the one that students haven’t
finished the numbers yet but team B is
still the winner because they have 3
uccessive numbers
+ Press the button
to link to other slides to continue the lesson.
+ Teacher corrects students’ answers and decides on the scores. The team having
the more scores will win the game.

 We can do it similarly in: Task 2 – Unit 1: Speaking, page 15; Task 3 – Unit
2: Listening, page 27; Task 2 – Unit 3: Speaking, page 35; After you read – Unit
4- Reading, Page 44; Task 2 – Unit 4: Listening, page 49; Task 1 – Unit 4:
Writing, page 50; Task 2 – Unit 5: Speaking, page 56; Task 3 – Unit 5: Writing,
page 59; After you read – Unit 6: Reading, page 65; Task 3 – Unit 7: Reading,
page 75; Task 2 – Unit 8: Listening, page 87; Task 2 and After you read – Unit
9: Reading, page 96; Task 2 – Unit 13: Listening, page 137; Task 1 – Unit 13:

Writing, page 138; Task 2,3 – Unit 14: Speaking, page 145, 146,147; Grammar –
Test yourself A, Page 42 and Exercises in Language focus lessons.
2.4. RESULTS
Since I applied these methods to English teaching at the beginning of the
school year 2018 - 2019, I have realized most students have worked harder,
expressed more ideas, become more active and got more interested in the lessons.
In the lessons designed with these games, I have been keen on teaching English;
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Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

students have had chances for both learning and relaxing, therefore, most of them
have effectively taken part in the activities of the lessons. I can see almost students
have understood the lessons and had ability of practicing teacher’s requests. In
group activities, students have felt more self-confident and they can help one
another and especially had more satisfactory results despite the fact that they are
the students of Le Viet Tao, the Old Semi-State School.
After using the techniques of 2 games, I had the following results of the
survey from the 4 class: 10A, 10C, 10D, 10E at the end of the school year 2018 2019:
Listening
Reading
Number
Classes
of
students
10A
10C
10D

10E
Total

43
45
41
41
170

Well
Badly
Well
Badly
mastered mastered mastered mastered
and
and
and
and
Applied
applied
Applied
applied
Q
%
Q
%
Q
%
Q
%

30 69.8 13 30.2 31 72.0 12 28.0
31 70.0 14 30.0 32 71.1 13 28.9
31 75.6 10 24.4 30 73.1 11 26.9
30 73.1 11 26.9 31 75.6 10 24.4
122 71.7 48 28.3 124 72.9 46 27.1

Speaking
Number
classes
of
students
10A
10C
10D
10E
Total

43
45
41
41
170

Well
mastered
and
Applied
Q
%
32 74.4

33 73.3
31 76.6
30 73.1
126 74.1

Language focus

Writing

Badly
Well
Badly
Well
Badly
mastered mastered mastered mastered mastered
and
and
and
and
and
applied
applied
applied
applied
applied
Q
%
Q
%
Q

%
Q
%
Q
%
11 25.6 34 79.0 9 21.0 32 74.4 11 25.6
12 26.7 35 77.7 10 22.3 32 71.1 13 28.9
10 24.4 31 76.6 10 24.4 30 73.1 11 26.9
11 26.9 31 76.6 10 24.4 30 73.1 11 26.9
44 25.9 131 77.0 39 23.0 124 72.9 46 27.1

(* Note: Q: Quantity)
As shown from the table of statistics above, we can see that the qualities of
the subject have changed dramatically in all skills. They are far higher and better
than those at the beginning of the school year 2018-2019. Especially, there were 4
best students in the exam for the Best Students in this early May and 2 ones at
provincial level on multi-subject knowledge contest: 2 Consolation Prizes. Up to
now, there have been enough evidences to affirm that some interactive games on
The MS PowerPoint 2003 have resulted in great influence on teaching Grade 10
English lessons. From my point of view, if we use these Games on Power Point
widely in other classes or grades, I have strong belief that we will also be
successful.
3. CONCLUSIONS AND PETITIONS
3.1. RELEVANT LESSONS
To have good results in teaching English, teachers should be responsible and
enthusiastic; enjoy teaching; love students; prepare lessons carefully; define exact
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Lê Đình Xô_The English Teacher of Le Viet Tao High School



Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

focuses, aims and objectives of lessons; know how to use suitable methods in
certain lessons flexibly in accordance with students’ abilities and levels.
Besides, teachers should usually use new techniques instead of out-of-date
ones in order for students not to feel bored. Teachers should renew Tasks in the
textbook but make them easy for students to do.
On the other hand, teachers should know how to use and take advantages of
the teaching aids such as projectors, pictures, cards, hand-outs, real things…and
teachers should also create beautiful teaching aids to motivate students to learn and
help them to practice their listening, speaking, reading and writing skills.
In addition, teachers should look for and pick up information related to the
lesson about culture, country…to introduce to students so that they can understand
the lessons more easily and remember longer.
3.2. CONCLUSIONS
I have owed the ideas of the “How to use Triggers on the MS PowerPoint
2003 in designing some interactive Games to teach effectively Grade 10 English
lessons?” I have mentioned above to the process of teaching, searching, and
thinking for ages. Those are based on the Ministry of Education and Training’s
policy of reforming methods of teaching-learning. By way of conclusion, there are
many methodologies of teaching English, and each teacher has her/his own
methodology of teaching but the characteristics of teaching through language
Games are the same in any languages. The final purpose of every English teacher is
to help students to be good listeners, speakers, readers, and writers in any
languages. From the satisfactory results mentioned above, I have been encouraged
to express my ideas bravely. This methodology is about how to stimulate students
to learn Grade 10 English lessons actively, positively and effectively through two
language Games “Lucky numbers” and “Noughts and Crosses”. Actually, after
successfully applying this scientific solution in my 10th Grade, I would like it to be
applied school wide to improve the quality of the subject. I will continue the study

to supplement the deficits and to take advantages of the solutions and popularize
them all over Hoang Hoa district and Thanh Hoa province.
Personally, I have been wondering if it is regarded as a perfect and effective
methodology, therefore, I would like teachers to contribute your sincere ideas so
that we will have the most perfect and suitable methods of teaching English in
accordance with the education reform of Ministry of Education and Training.
3.3. PETITIONS
Throughout this research, I would like to give some ideas to improve the
quality of English, and to allow the topic to be applied effectively in the practice of
teaching students, I would recommend:
- For Thanh Hoa Department of Education and Training:
+ should organize more training sessions to share teaching experiences of the
subject, give English language teachers chances to organize extra-curricular
activities “enjoy learning English” for students and take courses on methods of
teaching English for students, especially the ones in mixed-ability classes.
- For the school:
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Lê Đình Xô_The English Teacher of Le Viet Tao High School


Theme: “How to use Triggers on the MS PowerPoint 2003 in designing some interactive Games to teach effectively Grade 10 English lessons?”

+ should add more books on methods of teaching English for students with multiabilities to the library and pay attention to supplying teaching materials such as
speakers, cassettes, discs, pictures...
+ should have a plan to classify students right from grade 10 to foster good
students and support the weak students so that the level of each student in each
class is equivalent.
- For teachers:
+ should conduct surveys on the quality of the student's knowledge and learning
attitudes to make a lesson plan which is appropriate for the students in each class.

+ should constantly innovate methods and apply modern techniques to improve the
quality of teaching.
- For parents: To achieve high academic results, parents:
+ should remind their children to study diligently, to prepare enough learning
materials, to have good mood in learning and to be persistent, active, hardworking,
brave , confident in classroom activities.
Above is my own experience of applying effective strategies to teach English
to Grade 10 students in mixed-ability classes. Although the results of the study and
the actual situation have improved considerably, teachers must spend a lot of time
and effort. To finish this theme, I have been trying my best to put a lot of care and
attention into it. However, I am certain that this methodology has inevitable
shortcomings. I am myself looking forward to getting the sincere feedbacks from
leaders, teachers, and colleagues for this initiative to continue being applied to my
next classes more and more perfectly.
Thank you very much!
LEADER’S CONFIRMATIONS
Thanh Hoa, May, 10th 2019
(Xác nhận của lãnh đạo nhà trường)
I strongly ensure this is my own work
…………………………………………
Writer
…………………………………………
…………………………………………
…………………………………………
Lê Đình Xô
Comments of The Scientific Council at Le Viet Tao High School
(Ý kiến nhận xét của Hội đồng khoa học trường THPT Lê Viết Tạo)
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Lê Đình Xô_The English Teacher of Le Viet Tao High School



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