Cambridge University Press 0521680212 - Hippo and Friends...

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Transcript of Cambridge University Press 0521680212 - Hippo and Friends...

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© Cambridge University Press www.cambridge.org

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CAMBRIDGE UNIVERSITY PRESSCambridge, New York, Melbourne, Madrid, Cape Town, Singapore, São Paulo

Cambridge University PressThe Edinburgh Building, Cambridge CB2 2RU, UK

www.cambridge.orgInformation on this title: www.cambridge.org/9780521680219

© Cambridge University Press 2006

It is normally necessary for written permission for copying to be obtainedin advance from a publisher. The templates at the back of this book aredesigned to be copied and distributed in class. The normal requirementsare waived here and it is not necessary to write to Cambridge UniversityPress for permission for an individual teacher to make copies for usewithin his or her own classroom. Only those pages which carry thewording ‘© Cambridge University Press’ may be copied.

Hippo and Friends (Spanish edition) first published 2005.Hippo and Friends (International edition) first published 2006.

Printed in the United Kingdom at the University Press, Cambridge

A catalogue record for this publication is available from the British Library

ISBN-13:978-0-521-68016-5 Hippo and Friends 2 Pupil’s BookISBN-10:0-521-68016-6 Hippo and Friends 2 Pupil’s Book

ISBN-13:978-0-521-68017-2 Hippo and Friends 2 Teacher's BookISBN-10:0-521-68017-4 Hippo and Friends 2 Teacher's Book

ISBN-13: 978-0-521-68018-9 Hippo and Friends 2 Audio CDISBN-10: 0-521-68018-2 Hippo and Friends 2 Audio CD

ISBN-13:978-0-521-68019-6 Hippo and Friends 2 FlashcardsISBN-10:0-521-68019-0 Hippo and Friends 2 Flashcards

ISBN-13:978-0-521-68020-2 Hippo and Friends 2 Story PostersISBN-10:0-521-68020-4 Hippo and Friends 2 Story Posters

ISBN-13:978-0-521-68021-9 Hippo and Friends 2 Photocopiable ExtrasISBN-10:0-521-68021-2 Hippo and Friends 2 Photocopiable Extras

All songs produced by Yellow House English

© Cambridge University Press www.cambridge.org

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Unit 1 - Classroom objects diceBefore the class: Enlarge each dice until it fills a sheet of

A4 or A3 card or cut out the twelve faces and stick themonto ready-made cubes such as chocolate boxes. Colourthe images to make them more attractive and cover thedice with wide sellotape or sticky-backed plastic to makethem more durable. The more durable they are, the moreplay you will be able to get out of them!

In class: count out six pencils, six crayons, six bags, sixbooks and six stars. Volunteers can bring them to you tomake this part of the class more interactive. Alternatively,count out six flashcards for each object. Then show thechildren how you can play with the two dice. Throw thenumbers dice first. Encourage the children to tell you whatnumber has been thrown. Then throw the objects diceand, again, encourage the children to name the object.You must then lift up however many of that object cameup on the first dice. E.g. if you threw a five and the pictureof the book, you would have to pick up five books.

The game can be exploited in a number of ways. Youcould have two teams and two sets of objects/flashcards.You would throw the two dice and the first child tocorrectly pick up the correct number of objects would wina point for their team. Throughout the game, you andhopefully quite a few of the children would be constantlysaying numbers and naming objects.

Another possibility is to have a chart for each team (objectsworksheet). The children take it in turns to throw the twodice. If a child throws, say, two and a bag, they colour in twobags. The first team to colour all the objects wins.

The dice can be offered to children who finishsubsequent activities ahead of the class.

Note that one of the faces of the objects dice is blank. Ifa child throws this, say "Oh, dear. Nothing there."

Unit 2 - Hanging the washing gameThis game is a variant on pelmanism. Before the class: Photocopy the four baskets of clothes

and the four sets of cards (You may want to enlarge thecards worksheet to A3 size). Use five different colours foreach item of clothing and mirror the colours on the cards.So, if one basket contains a red jumper, a blue shirt, ayellow pair of socks, a green pair of trousers and a pinkpair of shoes, one of the jumper cards must be paintedred, one shirt card painted blue, etc. To make the gamemore durable, laminate the four baskets individually andthe twenty cards individually.

On A3 paper, draw four washing lines with pegs.In class: divide the children into four teams and give

each team a basket and a washing line. Put all the clothescards face down in the middle. One member of the firstteam should come forward and turn over ONE of thecards. If the card is in their basket (i.e. if the colour isright), they can "hang" it on their washing line. If not,they must turn it face down again. A member of thesecond team does the same. Even if the correct card hasbeen turned over and put on the line, play moves to thenext team. The winning team is obviously the first team tohang all five items on the washing line.

Whilst playing, say things like, "A red jumper. Good.Hang it on the line." Or "A red jumper. Oh, dear. Nevermind." depending on whether a particular team has or hasnot got a red jumper.

Again, this game, once learnt, can be given to thosechildren who finish activities ahead of their classmates.

Unit 3 - Leaf templatesBefore the class: The templates represent a poplar leaf

and a plane leaf. If you have these trees in yourplayground, pick one of each. If you have not, pick anumber of leaves of any type.

In class: Bring the two leaves out of your magic box/bagsaying "one leaf, two leaves", then do the same with theworksheet pointing first to one leaf then to the other. If youhave a plane and a poplar leaf, match them up to theoutlines or ask a child to help you with this. If the leaves aredifferent, crumple them and then stick them onto the leafoutlines. Take the children into the playground and collectleaves so that they can complete the worksheet in the sameway you did. Then ask the children to cut or punch out thetwo leaves. Lift one and say "One leaf" and then the otherand say "Two leaves". Vary the volume so that the childrenget lots of practice. Use the leaves to decorate the classroomor allow the children to take them home.

Unit 4 - Family members gameBefore the class: Do one photocopy of the game and cut

it up keeping the Mummies together, the Fathers together,etc. Laminate the other copy, making it A3 size if you wish.To make the game more attractive, you can colour in theboard game. Find five objects to act as five counters.

In class: Divide the class into five groups and put theboard game on the floor. Revise the vocabulary. Ask amember of the first group to throw a dice and movetheir counter that number of spaces. If they land on aMummy, give them the Mummy card, etc. Play moves tothe next team. If on the second throw, a child lands on afamily member that they already have, say "Oh dear.You’ve already got it!" The winning team is the first oneto collect all six family members.

Once the children know how to play the game, theycan play in groups of five.

Unit 5 - Clown cardBefore the class: Photocopy the worksheet, preferably

onto card. Colour in the clown and the concertina. Cutout the concertina and fold backwards and forwardsalong the dotted lines. Fold the card down the middleand then glue the concertina into place.

In class: Bring the card out of the magic bag/box andtry to encourage the children to guess who is inside thecard. Give them clues by miming. When a child correctlyguesses “clown”, open up the card to show them howthe clown is playing the concertina. Show the childrenhow to make the card. Remember it is easier for them tocolour the concertina before they cut it out.

Unit 6 - Plane, police car and ambulancegame

Before the class: Photocopy the worksheet and colourin the three vehicles. Cut them out and put each one

Hippo and Friends 2

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onto a crown made from a strip of card so it fits roundyour head. Photocopy the worksheet so that there is onevehicle per child and cut as many strips of card as thereare children in the class.

In class: Put on the plane crown, spread your arms and"fly" as you repeat "plane". Then put on the police carcrown and put your two hands together as though youwere wearing hand-cuffs. Say "police car" as you dothis. Finally, put on the ambulance crown and either liedown as though injured or ask a child to lie down andact as though you were treating them and name thevehicle.

Give out the vehicle outlines, one per child so that athird of the class has planes, etc. Ask the children tocolour them in and cut or punch them out. Affix them tocrowns so that each child is wearing one. Then explainthe game: all the children must dance or march aroundthe room until the music stops. When it does, you callout one of the vehicles. If you call "plane", the planesstand still whilst the ambulances and police cars muststand behind a plane and, with arms outstretched, theymust fly together. If, on the other hand, you call"ambulance", the ambulances stand still and the otherchildren must lie down beside them. Finally, if you call"police car", the police cars stand still whilst the otherchildren put their hands out to be hand-cuffed. You canmake this game eliminatory or not.

Unit 7 - Picnic gameBefore the class: Do one photocopy of the dice and cut

the squares so that you have a separate set of picnicitems. Colour and laminate them. Take an A4 sheet anddecorate it as if it was a tablecloth. Then do anotherphotocopy of the worksheet to colour and make the dice.

In class: Give each group of children one photocopy ofthe dice to cut the different picnic items, and anotherphotocopy to colour and make the dice. Give them an A4sheet to make the tablecloth. Demonstrate how the gameis to be played. Throw the dice. As you throw an item itcan be coloured and put on the tablecloth. The first teamto put all the food on their tablecloth wins.

To make the game quicker or easier, children can cut outand colour all the items individually before starting toplay the game and then they simply have to put the itemdown as they throw the corresponding picture.

If you want extra fun, you can play using the dice and areal tablecloth and food (or plastic food as mostclassrooms have)!

Unit 8 - Tails gameBefore the class: Photocopy, colour and cut out the tails

as a teacher’s set. Photocopy one tail per child. Getsellotape, safety-pins or Blu-Tack to attach the tails to thechildren’s backs.

In class: Show the children the tails and establish thatthey all know which animal each tail belongs to anddecide on a noise or action to represent each. You can playwith the tails in a number of ways: attach the monkey tailto one child, the snake to another, etc until you haveattached your five tails. Make sure these children do notsee which tail they have. These five children should turn toface you so that their tails are facing the rest of thechildren. Ask one of the other children to come up and doone of the actions or make the noise so that the "tailed"child can guess which tail they have been given. If they cannot remember the name of the animal, say it yourself.Continue until all the tails have been identified.

Give out the tails, one to each child, and ask them tocolour them in. You may want to remind the children whatcolours they should use by putting the teacher’s set in avisible place. Once each child has coloured their tail, attachthem to the children’s backs or allow them to hold thembehind their backs. Check that the children can identifytheir tails by saying, for example, all the snakes come here,etc. Divide the children into two teams and place them intwo lines facing each other. Remember, the tails should notbe visible. Say "Tails!" and all the children should show theperson opposite them their tail. If a pair have the same tail,they are the winners. Shuffle the children or allow them toshuffle themselves and repeat the game. Each time a pair isformed, say, "Good! Two ….. (name the animal)."

Unit 9 - Hippo on holidayBefore the class: Photocopy and colour a teacher’s

version of the card. To do this, cut along the line thatseparates Hippo, then cut along the slit that divides thecountry scene from the sea. Fold along the dotted line sothat the sea is on one side and the country on the other.Photocopy one worksheet per child.

In class: Show the children how you can play with thecard. If you turn the card so that the sea is facingoutwards, push the Hippo card through with theswimming Hippo at the top and say, "Look! Hippo isswimming!" Then pull Hippo out, turn the card round andput the walking Hippo through the slot and say, "Look!Hippo is walking!" Show the children how to make theirown versions and encourage them to play with the cardand, hopefully, join you in saying the sentences.

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