You are on page 1of 14

LICEO PROFESOR LADISLAO LEIVA

“Con Cristo hacia la excelencia académica”

FERIA DE LOGROS FUTUROS EMPRENDEDORES 2023

Project’s Topic:
Funny Learning

Student’s name:
Emely Naomi Bernal Alguera
Joyce Alejandra García Anzora
Pamela Anahí Ramos Nieto
Tatiana Rachel Chacón Garcia
Oscar Adiel Umaña Menjivar

Teacher in charge of the project:


Laura Sagastizado

Grade and Subject:


8th, English

San Salvador, September 20th del 2023


PROFESOR LADISLAO LEIVA HIGH SCHOOL AUTHORITIES

Academic Director:

Lic. Luís Ángel Hernández Álvarez

Academic Assistant Director and Middle School Coordinator:

Licda. Yesica Elizabeth Sarceño Gómez

High School Coordinator:

Licda. Mariela Fernanda Guirola de Suárez

Kindergarten and Elementary School Coordinator:

Gabriela Alejandra García Ortíz, Lic.

Psychopedagogical Area:

Licda. Ana Beatriz Sermeño Sayes

2
TABLE OF CONTENT

Contenido
INTRODUCTION...........................................................................................................................................4
JUSTIFICATION.............................................................................................................................................5
OBJECTIVES..................................................................................................................................................6
GENERAL OBJECTIVE:...............................................................................................................................6
SPECIFIC OBJECTIVE:................................................................................................................................6
BUSINESS OBJECTIVE:..............................................................................................................................6
PROJECT DESCRIPTION................................................................................................................................7
MISION AND VISION................................................................................................................................7
VIGNETTE.................................................................................................................................................7
MATERIALS..............................................................................................................................................8
GRAPHIC DESCRIPTION OF THE PROJECT................................................................................................8
BUDGETS.................................................................................................................................................8
TARGET..................................................................................................................................................10
CONCLUSION.............................................................................................................................................11
TIMELINE...................................................................................................................................................12
BIBLIOGRAFHY...........................................................................................................................................13
APPENDIX..................................................................................................................................................14

3
INTRODUCTION

The learning of a foreign language such as English, in today's world represents a need and

demand, which aims to generate a better personal, social, economic development, among other

aspects, which is why the need to learn it is evident and becomes a requirement in areas of

educational, cultural and labor growth.

This project is based precisely on providing a solution to the need to learn the English language

in a different way than the traditional one, incorporating strategies that promote learning that

involve games and playful activities as a foundation within the communicative development of

students. It is for this reason, what is sought in this work is that Liceo Ladislao Leiva students

learn the language through different playful activities and use the vocabulary learned to be able

to communicate, this also with the intention of increasing the motivation in front of the learning

of the foreign language and thus, to break barriers that limit and frighten the students,

demonstrating this way that it is possible to learn English in a different and amusing way.

4
JUSTIFICATION

The English language is one of the main tools in communications around the world, it opens

doors for many people to new cultures, to create negotiations between different countries and for

thousands of people to new study and work opportunities.

In El Salvador in recent years learning English has become a means to get ahead economically

and professionally; and schools, academies and teaching institutions have multiplied throughout

the country, however, there are still certain taboos about the difficulty of learning this language,

making many people feel that learning it is a challenge, blocking many opportunities. That is

why we have sought an alternative to break those taboos and demonstrate that everyone has the

ability to learn a new language.

The FUNNY LEARNING project has been designed to provide an easier and more interactive

way to learn the new language through different activities that will lead people to cultivate the

language in a practical and fun way, making available to students methodologies with interactive

games such as: spinning wheel, guess who, twister, bingo among others.

With the creation of these activities and interactive games we want to demonstrate that everyone

can learn and practice in a fun and direct way, which besides being a new alternative will help

you reinforce the different English skills such as speaking, grammar, and vocabulary, among

others.

5
OBJECTIVES

GENERAL OBJECTIVE:
 To offer a variety of resources for learning English through different games and

interactive activities.

SPECIFIC OBJECTIVE:

 To implement some interactive games such as bingo, kahoot, guessing games, spinning

Wheel and twister, in order to promote the English vocabulary learning in a creative and

original way.

BUSINESS OBJECTIVE:

 To offer an interactive method for English language learning through games, activities

and interactive and innovate didactic material

6
PROJECT DESCRIPTION

Funny learning is a practical interactive and easy going way of learning English. This
one gives deferent methods of teaching with interactive games like twister, spinning
wheel kahoot and among others

PROJECT NAME:

“Funny Learning”

MISION AND

VISION MISSION:

 We are a company that is at the vanguard Forefront in the development of

playful, didactic and interactive material to facilitate the learning of the English with a

different methodology, incorporating activities and contractive games

VISION:

 To be a recognized company in the elaboration of ludic material, carrying didactic

resources for the learning of a new language so that the students can experience a new

fun and unique alternative

VIGNETTE

Logo: Maura Monroe the Bee

7
 Slogan: “Just Learn In A Funny Way”

MATERIALS

o Stationery o Decoration
 Bond paper pages  Balloons
 Markers  Cardboard
 Colours  Curtain
 Folder  Table
 Pencils  Colour paper pages
 Eraser  Logo
 Ruler  Confetti
 Crepe paper

GRAPHIC DESCRIPTION OF THE PROJECT

BUDGETS

8
Materials Cost Amount Total
Twister
Prints $0.25 10 $2.50
Tokens $0.25 6 $1.50

Cardboard $1.50 3 $4.50


Color pages $0.10 30 $3.00
Markers $2.50 1 box $2.50
Spinning wheel
Foammy $0.50 10 $5.00
Studs $1.00 30 $1.00

Colors page $0.10 30 $3.00


Bottle stopper $0.05 20 $1.00
Wooden Stick $3.00 3 $9.00
Guessing game:
Carton $1.0 1 sheet $1.00

Prints $0.25 8 $2.00

Carton $1.50 1 $1.50


Colour paper $0.10 30 $3.00
Bond page $0.10 20 $1.00
Kahoot:
Computer $465.00 1 $ 465.00
Cannon $300 1 $300.00

Cell phone $169 1 $169.00


Internet $10.00 1MG $10.00

9
TARGET

The following project is focused on students from the first to second year of high school at Liceo

Ladislao Leiva and people who are willing to learn English allowing them to experience a new

and more practical methodology so that they can become familiar with the language and

understand it in an easy way instead of using the old learning methods that most people consider

tedious and boring, making them lose interest in the subject.

10
CONCLUSION

The use of different playful and interactive activities is very effective and it has a very

favorable impact on the interest of students due to its effects on the development of

intrinsic motivation for language learning.

Playful and interactive activities have a strong didactic potential and are an ideal type of

material to develop the four basic skills for the acquisition of a new language: oral and

written expression, reading and listening comprehension.

In summary, the acquisition of a new language can be very tedious and boring if the

appropriate methods or resources are not used, on the other hand we have the frustration

and stress that can be the cause of the apathy of students to the English subject, which is

why the need for new, interactive and innovative strategies that come to break with the

traditional method in order to get a better result in the learning process.

11
TIMELINE

MONTH April, 26th May 23rd, June 27rd July 24th, August September,
and 27th, and 24th and 24rd, 2023 23rd, 2023 20th, 2023
SUBMISSION
2023 2023 2023
FIRST Justification

SUBMISSION Objectives
General
Specific
Business

SECOND Project
description
SUBMISSION

THIRD Conclusion

SUBMISSION Timeline

Bibliography

FOURTH Introduction

SUBMISSION appendix

FIFTH Complete
Project
SUBMISSION
submission for
review

Final submission
and approval

EXPOTECNIA ASSEMBLY EXPOTECNIA

Thrusday, October 5th Friday, October 6th

12
BIBLIOGRAFHY

 https://kahoot.it/

 https://www.google.com/?hl=es

 https://www.pinterest.es/

 https://www.teachervision.com/vocabulary/vocabulary-bingo

 https://www.canva.com/

 https://dictionary.cambridge.org/.

 https://www.google.com/intl/es/gmail/about/

 https://wheelofnames.com/

13
APPENDIX

14

You might also like