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Pic-Sound
- Games and exercises based on matching pictures and sounds |
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| Pic-Sound
Front Page
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Pic-Sound
Edit Screen |
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Pic-Sound
is one of the 8 exercise groups included in the TaskMagic
package. Pic-Sound creates a wide range of exercises
based on matching sounds with pictures. Browse for
image and sound files anywhere on your PC or network
to add them to your exercise. You can also record
your own sound files using Windows Sound Recorder
or other sound recording software. |
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The Pic-Sound edit screen in TaskMagic Create allows
you to input matching pairs of sounds and pictures.
The number of matching pairs depends on you - you
can make exercises with just a few matching pairs,
or with hundreds of matching pairs.
- Import feature allows you to quickly import data
from existing Pic-Sound, Picture Match and Sound Match
files.
- You decide which exercises will be available when
the student opens your file. If you make all exercises
available, the students will have access to up to
16 separate games and exercises in Pic-Sound.
- The Pic-Sound front page and the Flashcards activity
allow the students to record their own voice so that
they can compare it with the original sound.
- Scroll down or click here
for more information about using Pic-Sound files,
or click on any of the game screens below to find
out more. |
| Pic-Sound
Games & Exercises |
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Flashcards |
Drag
& Match |
3
in a row |
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Against
the Clock |
Pelmanism
1 Player |
Pelmanism
2 Players |
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True
or False? |
Multi-Match |
Tower
Block |
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Pool |
Football |
Maze |
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| Spin |
Invaders |
Doors |
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| Jump! |
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Making
Use of Pic-Sound Files |
The
order in which exercise types are displayed on the Pic-Sound
front page does not represent a particular sequence. It was
never intended that students should attempt all of the exercises
for a particular file in a particular sequence. In fact, nor
was it intended that students should attempt to complete all
of the available exercise types for a particular file. |
Users
of TaskMagic (teachers & students) should select the most
appropriate exercise types available depending on: the context;
whether they are using a whiteboard or individual PCs in a
computer room (or at home); the type of information being
presented; the point they are at in the learning sequence;
whether it’s for a starter, a plenary, a presentation
or the main element of a lesson; the time available etc. |
When
working with an interactive whiteboard, the teacher has total
control over the exercises and activities selected. When working
in an IT room, however, it is important for teachers to maintain
control over the exercises and activities that the students
attempt. It was never intended that students should be told
to open a particular file and then attempt the available games
in any order they like. Teachers should make it clear to students
which activities they are to attempt and in which order, or
alternatively they should make it clear which activities they
don't want them to attempt. For example, many teachers tell
their class to start with Multi-Match and not to move on to
the next exercise until they have a 100% score. The activities
you choose will depend on your own professional appreciation
of the value of each activity bearing in mind all of the factors
mentioned above (time, context, stage etc.). A useful strategy
is to reserve many of the more game-based activities until
the end of the session, then allow students 5 or 10 minutes
to choose freely from the activities available. It is also
possible to limit the exercises available by making direct
hyperlinks to individual game files - these can be created
in TaskMagicCreate
- or by limiting the list of activities available when you
create your TaskMagic file. |
This
section looks at all of the exercise types available in Pic-Sound
and attempts to put them into some sort of order of difficulty.
This is very difficult to do, however, as various elements
need to be weighed up in deciding just how difficult a particular
exercise is:
- the level of support (e.g. number of options in match activities)
- time pressures
- penalties for incorrect answers
- whether items are displayed in a particular order or randomly
The following list is just a suggestion / a guideline / a
starting point. Some of the activities, such as Flashcards,
are appropriate for different stages of the learning process. |
Essentially,
Pic-Sound activities test the link between sound and meaning.
They are similar to Sound Match activities where the sound
is matched with the student's mother tongue, but in the case
of Pic-Sound there is no text involved at all. |
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This is probably the easiest of the exercises.
- 1 in 3 multiple choice activity.
- If a student answers incorrectly, they can keep trying
until they get the correct answer.
- There is no time pressure.
- Items appear in their original sequence.
Can be used on individual PCs or on interactive whiteboard.
IWB options:
- invite/select students to give
answers
- invite/select students to come to the board
- students write answer (a, b or c) on mini-whiteboards
or in books before checking answer and moving to next
question |
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1 in 3 multiple choice activity dressed as a Maze game.
The aim is to steer the yellow prompt onto the green block
containing the correct match.
- There is a time pressure - students have 60 seconds
to get the correct answer (but usually get it in about
10 seconds).
- An incorrect answer results in the loss of one of the
three lives.
- Items appear in random order.
- Requires the use of the keyboard.
Suitable for use on individual PCs, not for interactive
whiteboard. In
terms of linguistic demands, this game is one of the
least challenging, and for this reason it appears number
two in this list. It is probably best not to use Maze
as the next step up from Multi-Match, however, as students
are likely to spend a lot of time on this because of
the game element. |
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1 in 4 multiple choice activity, where the aim is to
answer 15 questions in a row and build a 15 storey tower
block.
- No time pressure.
- 1 incorrect answer results in the Tower crumbling
and the student has to begin again.
- There is support in the form of four ‘play safes’,
where clicking on an incorrect answer incurs no penalty.
- This exercise requires a minimum of 8 inputs.
- Items appear in random order.
Can be used on individual PCs or on interactive whiteboard.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board
- students write answer (a, b, c or d)
on mini-whiteboards or in books before checking answer
and moving to next question
- play the game as if it were "Who
wants to be a millionaire?", with the teacher offering
a "50/50", students showing hands or using
mini-whiteboards for "ask the audience", or
choosing a class mate for "phone a friend" |
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1 in 4 multiple choice activity.
- Steer the man around the room jumping from platform
to platform, avoiding monsters and other hazards.
- Multiple levels with different hazards.
- Time pressure - oxygen levels run out if you don't
get a correct answer..
- Incorrect answers result in oxygen levels dropping
drastically.
- Items appear in random order.
Suitable for use on individual PCs, not for interactive
whiteboard.
In
terms of linguistic demands, this game is one of the
least challenging, and for this reason it appears early
on in this list. Students are likely to spend a lot
of time on this because of the game element. |
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1 in 6 multiple choice.
- No time pressure to answer the questions, but a time
limit to pot the ball.
- 1 incorrect answer incurs a 15 second time penalty.
A second incorrect answer results in the loss of that
ball (ie. the student doesn’t get to play) and the
student is shown the correct answer.
- The ball has to be potted in the pocket over which the
correct answer was located. Potting the ball in the wrong
pocket or potting the white incurs a 100 point penalty.
- Items appear in random order.
Can be used on individual PCs or on interactive whiteboard,
although it may be a bit time consuming in a whole-class
environment.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board |
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Multiple choice, with up to 12 answers to choose from.
- A football game for 2 players or teams.
- There is a time pressure to answer the questions, as
failing to answer in the time provided results in play
passing to the other team. The speed for answering questions
can be changed using the difficulty setting before starting
the game.
- Players can opt for a timed game or a ‘first to…’
game.
- During play, the ball doesn’t always go to the
intended player when you pass or shoot. Shorter passes
or shots have a higher chance of being successful, so
students are encouraged to make short passes and therefore
answer more questions.
- Items appear in random order. Can
be used on individual PCs, with students working in
pairs, or on an interactive whiteboard, where the class
is split into 2 teams.
IWB options:
- for each pass or shot, invite an answer from a member
of the relevant team. The teacher clicks the text as
suggested by the student. If they are wrong, they lose
the ball to the other team. Quickly invite an answer
from a member of this team. etc
- for each pass or shot, invite/select a student from
each team to come to the board. The student with control
of the ball has the first go at the question. etc.
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Up to 16 items are on display, so the level of difficulty
depends on the total number of matching items. If more
than 16 matching items are included, 16 are selected randomly
from the list.
- No time pressure.
- No penalty for incorrect answers, as incorrect answers
are removed when ‘Check’ is clicked, leaving
only the correct ones in place. Can
be used on individual PCs or on interactive whiteboard.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board
- students write answers on mini-whiteboards
or in exercise books. Once they have finished the written
exercise the teacher can go through the answers in class,
either by inviting answers or calling students up to
the board
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For 2 players or teams - like Os and Xs, but the game
continues until the grid is finished.
- All of the items are on display.
- No time pressure.
- An incorrect answer means that player doesn’t
put his O or X in the grid.
- This exercise requires at least 9 inputs. Can
be used on individual PCs, with students working in
pairs, or on an interactive whiteboard, where the class
is split into 2 teams.
IWB options:
- invite/select students from each team to give answers
- invite/select students from each team to come to the
board
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Up to 16 items are on display.
- Time pressure - the aim is to make all of the matches
before the time runs out. The time available depends on
the number of matching items.
- No penalty for an incorrect answer. Can
be used on individual PCs or on interactive whiteboard.
When used in an IT room, it is a good idea for you to
keep a record on the board of the fastest times for
a particular file, to introduce an element of competition.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board - this
will involve a lot of moving around the room quickly
in order to get the matches before the time runs out
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Up to 16 pictures are on display, with one sound playing
at a time. Essentially a multiple choice activity with
up to 16 possible answers.
- Time pressure - if the invader falls to the coloured
bars, one of the three lives is lost. The speed of the
dropping item increases the closer you get to the end
of the game. You can choose a difficulty setting, which
alters the drop speed but also affects the score available.
- An incorrect answer deducts points from the total score.
- Items appear in random order.
Can
be used on individual PCs or on interactive whiteboard.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board - this
will involve a lot of moving around the room quickly
in order to get the matches without losing a life
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Up to 16 pictures are on display, with one sound playing
at a time. Essentially a multiple choice activity with
up to 16 possible answers.
- Time pressure - if you don’t shoot the correct
answer in time, one of the three lives is lost.
- An incorrect answer causes one of the three lives to
be lost.
- Items appear in random order.
- Requires the use of the keyboard.
Suitable for use on individual PCs, not on interactive
whiteboard.
Because of the time pressure, and the fact that a life
is lost for an incorrect answer, students will find this
a difficult exercise to complete. It is a good idea for
you to keep a record on the board of the highest score
for a particular file, to introduce an element of competition. |
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Memory game - finding the matching pairs.
- No time pressure.
- Keeps a record of the number of attempts, so the aim
is to find all of the matches in the lowest number of
attempts. Can
be used on individual PCs or on interactive whiteboard.
When used in an IT room, it is a good idea for you to
keep a record on the board of the students who manage
to find all the pairs without any incorrect guesses,
to introduce an element of competition.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board
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Memory game for 2 players or teams.
- No time pressure.
- Players / teams take alternate turns irrespective of
whether or not they find a pair.
- The winning player / team is the one with the most correct
matches. Can
be used on individual PCs, with students working in
pairs, or on an interactive whiteboard, where the class
is split into 2 teams.
IWB options:
- invite/select students from each team to give answers
- invite/select students from each team to come to the
board
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A bit like a game of ‘Snap’ - you click when
you recognize a correct match.
- Time pressure - you have three seconds to recognise
a correct match. If you don’t click in this time,
the game moves on to another pair.
- A record of correct and incorrect clicks is kept, and
these are combined to give a total score.
- Items appear in random order.
- The speed of the activity can be increased or decreased.
Can
be used on individual PCs or on interactive whiteboard.
IWB options:
- invite choral “sí” / “oui”
/ “vrai” etc from class, each time the items
change, if there is a correct match (a bit like “repeat
if it’s true”)
- invite/select students to come to the board in turns
until they have found a True match
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The student answers questions in order to open doors,
in order to collect the 6 items required to move on
to the next level. A plan of all of the rooms is shown
at the top of the screen. The higher the level, the
fewer the doors available, so it becomes more of a maze.
- In Pic-Sound, Doors operates as a 1 in 9 multi-choice
at all levels.
- Time pressure - you are being chased around the maze
of rooms by a death figure. At first he moves very slowly,
but he gets progressively quicker.
- Penalty for incorrect attempt: the door doesn’t
open.
Can
be used on individual PCs or on interactive whiteboard.
When used in an IT room, it is a good idea for you to
keep a record on the board of the the highest scores
for a particular file, to introduce an element of competition.
IWB options:
- invite/select students to give answers
- invite/select students to come to the board
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Flashcards simply runs through the matching items, showing
them either in the original sequence or in random order.
- It can be used to present new language to the class
using a whiteboard or projector, or for individual work
at a PC.
- When used on a PC, it allows the student to test themselves
(by saying or thinking what the correct match will be)
to see if they know the answers.
- First look at the information in sequence, then again
in random order. You can do the same thing with an interactive
whiteboard.
- No penalty for getting it wrong, as there is no input
to be assessed.
- When working alone with a PC, the student can click
the "correct answer" button if they knew the
correct answer, or click the "wrong answer"
button if they didn't know it or were unsure. Wrong
answers are then repeated later
The student can choose to hear the sound before seeing
the image or vice versa.
When
the sound is played before the image is shown, the exercise
involves recognising the sound and determining the meaning.
When
the image is shown before the sound is played, the exercise
is more challenging and requires the student to produce
the correct TL for the image. This could be seen as
the end objective of your TaskMagic session.
IWB
options:
- present the language in sequence
- at the end of a session (as a plenary) or to revise
previously taught language as a lesson starter: run
through the information in random order and invite/select
students to provide an answer
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