TEACHING WORDS OVER WEAPONS
Here are some guidelines and tips per activity.
They will help you to get the most out of the Words over Weapons curriculum.
Warm up:
Guidelines:
1. Give a short introduction about the warm up, to get the learners enthusiastic.
2. Let the learners get up, so you can start the warm up as you are explaining what you expect them to do.
3. Do the warm up together with all the learners.
4. Round off the warm up with a reflection, by asking the learners about their experience.
Tips:
• Make sure that all the learners participate in the warm up.
• Don't feel restricted to your classroom. If you need more space, take the learners outside.
• A warm up does not have to be long; the shorter the better.
Info cartoon:
Guidelines:
1. Tell the learners where to go on their computer.
2. Explain to the learners how they can click through the info cartoon and let them read the info cartoon by themselves.
3. Walk around to see if all the learners know where to go.
4. Allow the learners to ask questions about things they don't understand.
5. Evaluate the information from the info cartoon by asking questions about the text.
Tips:
• Allow learners to read at their own pace. Let the learners who finish before the others click through the website.
• Ask some computer wise learners to help their classmates who may need assistance on their computer.
Make:
Guidelines:
1. Make sure that you have all the materials needed for this activity.
2. Let the learners read the activity on their computer.
3. Explain to the learners what you are going to do.
4. When the learners are working on the computer, tell them where to go and give them a timeframe.
5. Walk around the classroom to see if all the learners know where to go and what to do. It could be helpful to ask a computer wise learner to help you with this.
6. At the end of the activity, you can ask some learners to show the class what they have made.
7. Evaluate the activity.
Tips:
• Most of the Make activities have examples to give the learners an idea of the possibilities.
• Make sure that the learners don't copy these examples, but let them think of their own version.
• Try to let as many learners as possible do the activity on the computer. The activities will provide the learners with computer skills.
Discuss:
Guidelines:
1. Let the learners read the activity on their computer.
2. Explain to the learners what you are going to do. When the learners work in groups, let them find a space in the classroom to sit together with their group.
3. Give the learners a timeframe.
4. Walk around the classroom to see if all the learners know what to do.
5. Let some of the learners show or tell the class what they did.
6. Evaluate the activity.
Tips:
• It is very important to have a good atmosphere in the classroom, so the learners feel safe to state their opinions.
• In the info cartoon under Ground rules, you can find the basic rules for behaviour in the classroom.
Game/Quiz:
Guidelines:
1. Tell the learners where to go.
2. Let the learners do the activity for themselves.
3. Walk around to see if all the learners know where to go.
4. Evaluate the activity.
Tips:
• The games and quizzes are short, fun and interactive. You can let the learners do them by themselves when they finish an activity before the rest of the class or when you have some time left during a lesson.
• Allow learners to ask questions about the games and quizzes, because they do contain quite a lot of information.
They will help you to get the most out of the Words over Weapons curriculum.
Warm up:
Guidelines:
1. Give a short introduction about the warm up, to get the learners enthusiastic.
2. Let the learners get up, so you can start the warm up as you are explaining what you expect them to do.
3. Do the warm up together with all the learners.
4. Round off the warm up with a reflection, by asking the learners about their experience.
Tips:
• Make sure that all the learners participate in the warm up.
• Don't feel restricted to your classroom. If you need more space, take the learners outside.
• A warm up does not have to be long; the shorter the better.
Info cartoon:
Guidelines:
1. Tell the learners where to go on their computer.
2. Explain to the learners how they can click through the info cartoon and let them read the info cartoon by themselves.
3. Walk around to see if all the learners know where to go.
4. Allow the learners to ask questions about things they don't understand.
5. Evaluate the information from the info cartoon by asking questions about the text.
Tips:
• Allow learners to read at their own pace. Let the learners who finish before the others click through the website.
• Ask some computer wise learners to help their classmates who may need assistance on their computer.
Make:
Guidelines:
1. Make sure that you have all the materials needed for this activity.
2. Let the learners read the activity on their computer.
3. Explain to the learners what you are going to do.
4. When the learners are working on the computer, tell them where to go and give them a timeframe.
5. Walk around the classroom to see if all the learners know where to go and what to do. It could be helpful to ask a computer wise learner to help you with this.
6. At the end of the activity, you can ask some learners to show the class what they have made.
7. Evaluate the activity.
Tips:
• Most of the Make activities have examples to give the learners an idea of the possibilities.
• Make sure that the learners don't copy these examples, but let them think of their own version.
• Try to let as many learners as possible do the activity on the computer. The activities will provide the learners with computer skills.
Discuss:
Guidelines:
1. Let the learners read the activity on their computer.
2. Explain to the learners what you are going to do. When the learners work in groups, let them find a space in the classroom to sit together with their group.
3. Give the learners a timeframe.
4. Walk around the classroom to see if all the learners know what to do.
5. Let some of the learners show or tell the class what they did.
6. Evaluate the activity.
Tips:
• It is very important to have a good atmosphere in the classroom, so the learners feel safe to state their opinions.
• In the info cartoon under Ground rules, you can find the basic rules for behaviour in the classroom.
Game/Quiz:
Guidelines:
1. Tell the learners where to go.
2. Let the learners do the activity for themselves.
3. Walk around to see if all the learners know where to go.
4. Evaluate the activity.
Tips:
• The games and quizzes are short, fun and interactive. You can let the learners do them by themselves when they finish an activity before the rest of the class or when you have some time left during a lesson.
• Allow learners to ask questions about the games and quizzes, because they do contain quite a lot of information.




