Pic-Sound
Pic-Sound is one of the 8 exercise groups in TaskMagic. It creates a variety of exercises based on matching sounds with images.
The Pic-Sound screens...
Click on the small screen thumbnails below for more information about the Pic-Sound screens:
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Show guidance on using TaskMagic files
Guidance on using TaskMagic files
The order of the screen thumbnails on the menu screen does not represent a particular sequence that students must follow.
Students need not attempt to complete all of the activities available for a particular file.
Teachers / students should select the most appropriate activities depending on a range of factors...
- Context
- Whether they are using a whiteboard or individual PCs in a computer room (or at home)
- The type of activity: text input; matching; reordering; multi-choice, etc.
- The type of information being presented
- The point they are at in the learning sequence
- Whether it is for a starter, a plenary, a presentation or the main element of a lesson
- The time available
- The level of difficulty, taking into account: time pressures; penalties for incorrect answers; the level of support provided, etc.
When working with an interactive whiteboard, the teacher has control over the activities selected. When working in an IT room, however, it is important for teachers to maintain control over the activities that the students are engaged in, so as to avoid students choosing activities which are too easy, too hard or which provide the wrong sort of practice.
It is a good idea to make it clear to students which activities they are to attempt and in which order (or which activities they are not to attempt). It is also a good idea to tell students to show you that they have achieved a particular score before moving on to the next activity.
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.
Menu Screen
This is how your students see a Pic-Sound resource when they open it in TaskMagicPlay.
Each screen thumbnail opens a different game or activity.
Students can preview the images and sounds before doing any of the activities.
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.
You can also create individual exercise files which open directly at the specified activity, by-passing this menu screen.
Edit Screen
This is where you create your own Pic-Sound resources or edit existing ones.
You can use any images from your PC or network, or you can save images from the internet to include in your exercises.
Browse for 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.
The number of matching pairs depends on you - you can make exercises with just a few matching pairs, or with hundreds of matching pairs.
The "Import" feature allows you to quickly import image data from existing Picture Match or Pic-Sound files and audio data from existing Sound Match or Pic-Sound files.
Use the "Include these activities..." tab to choose which activities will be available to your students when they open your file.
Use the "Create individual game files..." tab to create individual files which open directly at a particular activity.
Flashcards
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.
It allows the student to test themselves (by saying or thinking what the correct match will be) to see if they know the answers. They can look at the information in sequence, then again in random order.
When working alone with a PC, the student can click the ✔ button if they knew the correct answer, or click the X 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.
- Students could write the answer for each question in exercise books or on mini-whiteboards, before checking the answer and moving on to the next question.
Click & Match
Students click the numbers to hear the audio and then click on the corresponding image.
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.
Use the + and - buttons to change the number of matching items on display.
There is no time pressure.
There is no penalty for incorrect answers.
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.
3 in a Row
For 2 players or teams. It's like Os and Xs, but the game continues until the whole grid is finished, and teams score a point for each line of three in a row. The team / player with the most points is the winner.
You can choose between a 3x3, 3x4 and 4x4 grid by clicking on the + and - buttons.
Depending on which grid size you choose, 9, 12 or 16 items are displayed at a time.
This exercise is only available if your file has at least 9 matching items.
There is no time pressure.
An incorrect answer means that the player doesn't put his O or X in the grid.
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.
- Students draw mini 3x3, 3x4 or 4x4 grids in their exercise books (or use a mini-whiteboard). They take turns to play the game in pairs, using the images on the IWB screen display as the basis for their game. Students have to agree on which is the correct answer each time. Teacher can go round class and monitor performance.
Against the Clock
The aim is to complete all of the matches before the time runs out. The time available depends on the number of matching items.
Up to 16 items are on display.
Use the + and - buttons to change the number of matching items on display.
There is no penalty for an incorrect answer.
Can be used on individual PCs or on interactive whiteboard.
When used in a computer suite, it is a good idea for you to keep a record on the board of the fastest times for a particular file, so that students can compete against one another.
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.
Pelmanism 1 Player
Memory game - finding the matching pairs in the two halves of the grid.
Use the + and - buttons to change the number of matching items on display.
There is no time pressure.
The game 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 a computer suite, it is a good idea for you to keep a record on the board of the students who manage to find all the pairs in the lowest number of guesses, so that students can compete against one another.
IWB options:
- Invite / select students to give answers.
- Invite / select students to come to the board.
Pelmanism 2 Players
Memory game for 2 players or teams - finding the matching pairs in the two halves of the grid.
Use the + and - buttons to change the number of matching items on display.
There is 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.
True or False?
A bit like a game of "Snap" - you click when you recognize a correct match.
This game has a 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.
You can use the slider to increase or decrease the time between matching pairs.
A record of correct and incorrect clicks is kept, and these are combined to give a total score.
Items appear in random order.
By default this activity includes all of the matching items for your Pic-Sound file. Use the + and - buttons to change the number of matching items included in the activity. (These appear if your file has more than 16 matching items.)
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 correct match.
Multi-Match
A 1-in-3 multiple choice activity, this is probably the easiest of the exercises.
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 if there are fewer than 16 matching items in the file and all items are displayed, and in random order otherwise.
By default this activity includes all of the matching items for your Pic-Sound file. Use the + and - buttons to change the number of matching items included in the activity. (These appear if your file has more than 16 matching items.)
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 on mini-whiteboards or in books before checking answer and moving to next question.
Invaders
Shoot down the "invader" by clicking on the correct match.
Up to 16 target items are on display, with one prompt appearing at a time. This is essentially a multiple choice activity with up to 16 possible answers.
Use the + and - buttons to change the number of matching items on display.
There is a time pressure - if the prompt 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 and takes away part of a life.
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.
Maze
A 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.
By default this activity includes all of the matching items for your Pic-Sound file. Use the + and - buttons to change the number of matching items included in the activity. (These appear if your file has more than 16 matching items.)
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. Students are likely to spend a lot of time on this activity, though - if you let them - because of the game element.
Spin
All of the target items are on display, with one prompt appearing at a time. It is essentially a multiple choice activity with up to 16 possible answers.
If more than 16 matching items are included, 16 are selected randomly from the list.
Use the + and - buttons to change the number of matching items on display.
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 quite a difficult exercise to complete.
In class it is a good idea to keep a record on the board of the highest score for a particular file, so that students can compete against one another.
Tower Block
A 1-in-4 multiple choice activity, where the aim is to answer up to 15 questions in a row and build a tower block.
This activity requires a minimum of 8 matching items.
Use the + and - buttons to change the number of matching items on display.
There is no time pressure.
1 incorrect answer results in the Tower crashing to the ground 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.
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 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"
Pool
Pool is a 1-in-6 multiple choice activity, where students have to answer the question correctly to play the game.
There is no time pressure to answer the questions, but there is a 30 or 15 second time limit to pot the ball, depending on whether the student answers the question at the first or second attempt. If the student gets the question wrong twice, they don't get to play that ball.
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.
By default this activity includes all of the matching items for your Pic-Sound file. Use the + and - buttons to change the number of matching items included in the activity. (These appear if your file has more than 16 matching items.)
Can be used on individual PCs or on interactive whiteboard, although it may be a bit time consuming with an IWB.
IWB options:
- Invite / select students to give answers.
- Invite / select students to come to the board.
Football
A football game for 2 players or teams.
Players can opt for a timed game (1-10 minutes) or a "first to…" game (1-10 goals).
The activity is multiple choice, with up to 12 answers to choose from.
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.
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.
- 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.
Doors
Students answer questions to open doors, 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 answer: 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, so that students can compete with one another.
IWB options:
- Invite / select students to give answers.
- Invite / select students to come to the board.
Jump!
Steer the man around the room jumping from platform to platform, avoiding monsters and other hazards.
Jump! is a 1-in-4 multiple choice activity.
There are multiple levels with different hazards on each level.
Time pressure - oxygen levels run out if you don't get a correct answer quickly enough.
Incorrect answers result in oxygen levels dropping drastically.
Items appear in random order.
Requires 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. However, students are likely to want to spend a lot of time on Jump! because of the game element.