Unit 9 Kids and Computers Digital Danger Teaching Plan 教案.docx
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Unit9KidsandComputersDigitalDangerTeachingPlan教案
Unit9
KidsandComputers:
DigitalDanger
TeachingPlan
LearningObjectives
(1)Rhetoricalskill:
contrast
(2)Keylanguage&grammarpoints
(3)Writingstrategies:
persuasivewriting
(4)Theme:
humanityandtechnology
Pre-classActivity:
none
RelationshiptoCurrentUnit:
none
Materials:
Teacher’sBook(5),English-EnglishDictionary,Blackboard,PPT
EstimatedTimeofLesson:
270minutes,6sessions
TimeAllocation:
S1-2
1.Pre-reading:
PictureActivation,Pre-questions10min
2.GlobalReading:
TextIntroduction,CultureNotes,Author,Structure15min
3.DetailedReading(a):
TextI:
Paragraphs1-265min
S3-4
4.DetailedReading(b):
TextI:
Paragraphs3-1090min
S5-6
5.ConsolidationActivities(a):
TextComprehension;WritingStrategies20min
6.ConsolidationActivities(b):
Languagework;OralActivities;Writing70min
7.FurtherEnhancement(Optional):
TextII/OtherComprehensivePractices
SectionOnePre-readingActivities
I.PictureActivation
Istheinventionofcomputerablissoranightmareforhumanbeings?
II.Pre-readingQuestions
1.Computersareindispensableinandoutofclassforourstudies.Computerscanbeusedforinformation,instructionandentertainment.Howdoyoutakeadvantageofyourcomputer?
PictureActivation|Pre-questions
Opentodiscussion.
2.Withtheadventofcomputers,videogamescameintobeing,whichhavearousedgreatcontroversy.Doyouplaythem?
Andwhat'syouropinionaboutthem,helpfulorharmfulinyourlife?
Opentodiscussion.
SectionTwoGlobalReading
I.TextIntroduction
Thisexpositoryessay,developedmainlybycontrast,containsvividaccounts,andimpressivedescriptionsofbothtypicallyactiveandpassivegamesthatkidsoftenplay.Asissuggestedbythetitle,thisessaymainlyprovesorillustratesthedigitaldangertowhichsomanychildrenareexposed.Arecomputergamesfundamentallydifferentfromboardgames?
Doestalkingonthephonedevelopthesameskillsaschattingonline?
What'sthedifferencebetweenpaintingwithwatercolorsand"coloring"withadesktoppaintboxprogram?
AlisonSperry,thewriterofthisessayexploredthesequestionsandcameupwithsomedisturbinganswers.
II.CultureNotes
Nintendobabies(Paragraph2)
childrenwhogrewupduringaperiodwhenvideogamesdevelopedbyNintendoCo.,Ltd.(任天堂公司),aleadingmanufacturerofhomevideogamesandportablevideogames,wereverypopular.
VirtualBoyandMortalKombat(Paragraph2)
VirtualBoyisNintendo'sunique3-Dgamingsystemandwasreleasedinfall,1995;MortalKombatisaseriesofNintendo'sfightinggames.
UncleWiggly(Paragraph2)
aseriesofpopularchildren'sstoriesthemedaroundakindly,elderly,rabbitgentleman,UncleWigglyLongears,whichwerefirstwrittenin1910byHowardR.Garriswhowroteanewadventureeverydayfor50years
Play-Doh(Paragraph3)
atrademarkforasoftcoloredmodelingmaterialusedespeciallybychildren
Monopoly(Paragraph7)
atrademarkforareal-estatetradingboardgame
III.Author
AlisonSperrygraduatedwithabachelor'sdegreeinhistoryandmuseumstudiesin2004fromtheStateUniversityofNewYork,CollegeatPotsdam.Upongraduation,heobtainedamanager’spositionattheBellagioGalleryofFineArtinLasVegas,NV.AfterrelocatingtoHawaiiheiscurrentlyenrolledintheLibraryandInformationScienceGraduateProgramattheUniversityofHawaiiatManoa.Healsoworksasafreelancewriterforonlinepublications.
IV.StructuralAnalysis
Part1
(1-2)thebeginningpart,presentsthefirstcontrast:
thefirstparagraphexemplifiesthepositiveinfluenceofactivegamesonkids,whilethesecondparagraphpointsouttheenormousimpactofpassivegamesonchildren.
Part2
(3-8)concretelyillustratesthepositiveinfluenceofactivegamesonkidsandthenegativeimpactofpassiveelectronicgamesoractivities.
Part3
(9-10)concludingpartoftheessay,indirectlyemphasizestheawfulimpactonchildrenexertedbysuchdepressinglyfamiliargamesasaredescribedintheeighthparagraph.
SectionThreeDetailedReading
KIDSANDCOMPUTERS:
DIGITALDANGER
AlisonSperry
I.Analysis
Paragraphs1-2Analysis
Thesetwoparagraphs,makingupthebeginningpartofthetext,introducethetopicoftheessay.Thefirstparagraphexemplifiesthestatementthatthroughplaychildrendeveloptheskillsandoutlooksthatdeterminetheadultstheywillbecome.Thesecondparagraphpointsouttheenormousimpactofelectronicentertainmentonchildren.
Paragraphs3-8Analysis
Theseparagraphs,thebodyofthispersuasiveessay,illustratethepositiveinfluenceofactivegamesandactivitiesonkids,andvividlyexemplifythenegativeimpactofpassiveelectronicgamesoractivitiesonchildren.Throughthethreecontrastspresentedinthispart,theauthor'sviewpointbecomesunequivocallyclear.
Paragraphs9-10Analysis
Thesetwoparagraphs,onlytwoshortquestions,serveastheconclusionofthisexpositoryessay.Shortasthetwoquestionsare,theyimmediatelyplungeusintodeepmeditation.Thewriterdoesnotanswerthefirstquestion.Maybehethinksthatitistooobvioustoanswer.Whatisyouranswertothefirstquestion?
Thesecondquestionisarhetoricalquestionthatneednotbeanswered.Whatistheemphaticoremphasizedmeaningexpressedbythesecondquestion?
II.QuestionsforParagraphs
Paragraph1:
Question
Whatisthemainideaofthefirstparagraph?
Thefirstparagraphexemplifiesthestatementthatthroughplaychildrendeveloptheskillsandoutlooksthatdeterminetheadultstheywillbecome.
Paragraph2:
Question
Whatisthemainideaofthesecondparagraph?
Thesecondparagraphpointsouttheenormousimpactofelectronicentertainmentonchildren.Inotherwords,justasthewriterconcludes,"Asamusingandingeniousaselectronicentertainmentcanbe,children—andsocietytheylivein—aretheloserswhentheyrelyontheseformsoffun.Unliketraditionalgamesandtoys,‘wired’entertainmentencourageskidstobeunimaginative,sociallyimmature,andcrudelydesensitizedtotheworldaroundthem."
Paragraphs3-8:
Questions
1.Pleaseexplainthefirstcontrastpresentedinthispartindetail.
Thefirstcontrastispresentedinparagraphsthreeandfour.First,thewriterdescribeshowachildplayswithaballofPlay-Dohandhowshechangesitfromoneshapeintoanother;next,thewriterconcludesthatalthoughsheisnotgivingmuchthoughttowhatsheisdoing,sheislearningsomethingvaluable:
sherealizesthatsheisacreatorandthatshecangiveherideasatangibleform.Then,thewriterrecountshowachildplaysavideogame,pointingoutthattheplayerisasmuchatoolofthegameasthejoystick.
Finally,thewritertellsushowachildrearedonthesteriledietofvideogamesreactswhenheisgivenaballofPlay-Doh,anddrawstheconclusionthatthevideogameplayerlearnshisownlesson:
hedoesn'tcreate;hejustletssomeoneelse'screativityhappeninfrontofhim.Thus,thewritercreatesasharpcontrastthroughboththevividlyrecountedexamplesandhisowncommentsandconclusionsaboutthedifferenteffectsoftheactivegameandthepassivegameupontheplayers.
2.Howaretheothertwocontrastspresentedinthispart?
Theothertwocontrastspresentedinthispartfollowasimilarpattern.Thewritercreatesthetwosharpcontrastsbothbyvividlyrelatingdifferentactivitiesanddescribinglessonstheparticipantshavelearnedthroughtheirexperiences,andbyofferinghisownconclusionsaboutthedifferenteffectsoftheactivegamesandactivitiesandthepassiveonesupontheparticipants.
3.Whichkindofgamesaremostharmfultochildrenaccordingtothewriter?
Thewriterindirectlyemphasizesthatmostharmfultochildrenarethosegamesinwhichtheplayersacttheroleofapsychotickiller,likeDukeNukem,withits"twenty-threelevelsofnonstopcarnage!
"andBloodyRoar,whichofferstheplayers"morewaystomaim,crush,anddevouryour
Paragraphs9-10:
Questions
1.Whatisyouranswertothefirstquestion(paragraph9)?
Thelessonthegameplayerlearnsisquiteobvious.Sinceheoftenplaystheroleofapsychotickillerandisofferedmanywaystomaim,crush,anddevourhisenemies,thegameplayerwillfollowsuitinactuallife,i.e.,heislikelytobeviolentanddangeroustopeopleheregardsashisenemies;heisapttoinjureorevenkillothers.
2.Whatistheemphaticoremphasizedmeaningexpressedbythesecondquestion?
Themeaningconveyedemphaticallybythesecondquestionisthat"Thelessonthechildplayerhaslearnedisextremelyfrightfultothinkabout."
Paragraphs1-10:
Question
Whatisthethemeormainideaofthisessay?
Thisessayisintendedtopresentthefollowingtwoarguments:
firstly,throughactivegamesoractivities,childrendevelopskillsandoutlooksthatdeterminetheadultstheywillbecome;secondly,throughpassivegamesoractivities,childrenbecomepassivewatchersorviewers,andfurthermore,theiroutlookswillbeenormouslyaffectedorcontaminated.Fundamentally,thewriteraimstocallthereader'sattentiontothedangerorharmthatchildrenaresubjectedtobyelectronicgamesor"wired"entertainment.
III.LanguageWorkofParagraphs
Paragraph1
digitaladj.processing,operatingon,storing,transmitting,representing,ordisplayingdataintheformofnumeralsfrom0through9
e.g.Shehasadigitalalarm-clockandtwodigitalwatches.
Thereisadigitalcomputerintheoffice.
“Throughplay,childrendeveloptheskillsandoutlooksthatdeterminetheadultstheywillbecome.”
Paraphrase:
Byplayinggames...kidsacquiretheskillsandformtheviewsth