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TTL DLL

The document outlines various interactive games designed to teach students about sewing tools and their uses. Each game has specific objectives, rules, time allotments, participant structures, and rubrics for scoring. The activities range from identifying tools by touch to solving real-life sewing problems, promoting engagement and mastery of the subject matter.

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jannelcua1
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0% found this document useful (0 votes)
4 views5 pages

TTL DLL

The document outlines various interactive games designed to teach students about sewing tools and their uses. Each game has specific objectives, rules, time allotments, participant structures, and rubrics for scoring. The activities range from identifying tools by touch to solving real-life sewing problems, promoting engagement and mastery of the subject matter.

Uploaded by

jannelcua1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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1.

Reviewing Previous Lessons or Presenting the New Lesson

Game: “What’s in the Bag?”

 Objective: Identify sewing tools based on touch and description.

 Rules:

1. A student will pick an item from the mystery bag without looking.

2. They describe the tool based on its shape or texture.

3. The class guesses the name of the tool.

4. The correct guesser gets a point.

 Time Allotment: 15 minutes

 Participants: Whole class; each student takes turns picking an item.

 Rubric:

o 5 points: Accurate description and correct guess.

o 3 points: Partial description or close guess.

o 1 point: Incorrect description or guess.

2. Establishing a Purpose for the Lesson

Game: “Trivia Toss”

 Objective: Answer trivia questions about sewing tools and their uses.

 Rules:

1. The teacher tosses a ball to a random student.

2. The student answers a trivia question about sewing tools.

3. If they answer incorrectly, the ball is passed to another student.

4. Correct answers earn points for the team.

 Time Allotment: 10 minutes

 Participants: Divide the class into 2 teams (10–15 students per team).

 Rubric:
o 5 points: Correct answer with explanation.

o 3 points: Correct answer without explanation.

o 1 point: Attempted but incorrect.

3. Presenting Examples/Instances of the New Lesson

Game: “Tool Match Relay”

 Objective: Match sewing tools with their correct uses.

 Rules:

1. Divide the class into 4 teams with 5–6 members each.

2. Place cards with pictures of tools and their uses at opposite ends of the room.

3. One team member at a time runs to match a tool card with its use.

4. The team with the most correct matches wins.

 Time Allotment: 20 minutes

 Participants: Groups of 5–6 students.

 Rubric:

o 5 points: Correct match within time limit.

o 3 points: Correct match but exceeds time.

o 1 point: Incorrect match.

4. Discussing New Concepts and Practicing New Skills #1

Game: “Classify Me!”

 Objective: Classify sewing tools and machines into categories.

 Rules:

1. Write categories on the board (e.g., manual sewing machines, electric sewing
machines, basic sewing tools).

2. Each student draws a card with the name or picture of an item.


3. They place it in the correct category and explain their choice.

4. Classmates can validate or correct their choice.

 Time Allotment: 15 minutes

 Participants: Whole class (1 student at a time).

 Rubric:

o 5 points: Correct classification and explanation.

o 3 points: Correct classification without explanation.

o 1 point: Incorrect classification.

5. Discussing New Concepts and Practicing New Skills #2

Game: “Puzzle Assembly”

 Objective: Complete a puzzle of sewing tools and machines by earning pieces through
correct answers.

 Rules:

1. Divide the class into groups of 4–5 students.

2. Each group solves riddles or answers questions about sewing tools.

3. Correct answers earn puzzle pieces.

4. The first team to assemble their puzzle wins.

 Time Allotment: 20 minutes

 Participants: Groups of 4–5 students.

 Rubric:

o 5 points: Correct answer and fastest completion of puzzle.

o 3 points: Correct answer but slower completion.

o 1 point: Attempted but incorrect answer.

6. Developing Mastery
Game: “Sewing Bingo”

 Objective: Identify sewing tools or machines based on clues.

 Rules:

1. Distribute Bingo cards with pictures or names of sewing tools/machines.

2. The teacher calls out clues or descriptions (e.g., “Used for measuring fabric”).

3. Students mark the corresponding tool/machine on their cards.

4. The first student to complete a row shouts “Bingo!” and explains their marked
items.

 Time Allotment: 15 minutes

 Participants: Whole class.

 Rubric:

o 5 points: Correctly marked row with explanations.

o 3 points: Correctly marked row without explanations.

o 1 point: Incorrectly marked row.

7. Finding Practical Application of Concepts and Skills in Daily Living

Game: “Scenario Challenge”

 Objective: Solve a real-life sewing problem using appropriate tools.

 Rules:

1. Divide students into groups of 3–4.

2. Assign each group a sewing scenario (e.g., mending a torn shirt).

3. Groups discuss and identify the tools needed, then present their solution
creatively (e.g., a short skit or demo).

4. Points are awarded for creativity, accuracy, and teamwork.

 Time Allotment: 20 minutes

 Participants: Groups of 3–4 students.

 Rubric:
o 5 points: Accurate solution with creative presentation.

o 3 points: Accurate solution but less creative.

o 1 point: Incorrect solution or lack of teamwork.

8. Evaluating Learning

Game: “Pop Quiz Hunt”

 Objective: Answer quiz questions related to sewing tools.

 Rules:

1. Hide quiz questions around the room.

2. Students hunt for a question, answer it, and return it to the teacher.

3. Correct answers earn points.

4. The student with the most points wins.

 Time Allotment: 15 minutes

 Participants: Individual activity.

 Rubric:

o 5 points: Correct answer with justification.

o 3 points: Correct answer without justification.

o 1 point: Incorrect answer.

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