Unit 9 Kids and Computers Digital Danger Teaching Plan 教案.docx

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Unit 9 Kids and Computers Digital Danger Teaching Plan 教案.docx

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

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