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JOHN'S EDU-MARKET

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JOHN’S EDU MARKET stands out for its unique share of resources and information. Teachers can use these resources to support students as they include well-formulated lesson plans, carefully designed support material, and well-planned worksheets. This platform aims at bringing "Tomorrow's lessons to today's classroom, and today's lessons to a classroom now". The Teacher-Author of this platform is an English graduate, associated with Gems Education as a Subject Leader of English.

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JOHN’S EDU MARKET stands out for its unique share of resources and information. Teachers can use these resources to support students as they include well-formulated lesson plans, carefully designed support material, and well-planned worksheets. This platform aims at bringing "Tomorrow's lessons to today's classroom, and today's lessons to a classroom now". The Teacher-Author of this platform is an English graduate, associated with Gems Education as a Subject Leader of English.
DID YOU KNOW? GK PRESENTATION
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DID YOU KNOW? GK PRESENTATION

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A Presentation that presents Facts in the form of Did You Know? Questions. This Presentation includes 60 slides that present facts with figures. Teachers can use this resource to stimulate curiosity among the learners, thereby helping them to enhance their general knowledge.
PROJECT-BASED LEARNING: COLLECTING COUNTRY INFORMATION
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PROJECT-BASED LEARNING: COLLECTING COUNTRY INFORMATION

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A Presentation Project that helps the learners to learn about the country of their choice by answering a set of questions. Objectives of the Project: 1. Bring out the creativity, team spirit, and innovative skills of students. 2. Enhance the global perspective. 3. Encourage community participation. 4. Provide a platform to share their valuable thoughts and ideas to the community. This Project Includes: 1. Description of the Project 2. Tips for Researching Your Country 3. Skills used to do the Project 4. Real Life Application and Cross Curricular/Community Links 5. Expected Outcomes of the Project
25 SIGNIFICANT & AMAZING FACTS ABOUT CHRISTMAS
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25 SIGNIFICANT & AMAZING FACTS ABOUT CHRISTMAS

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A Presentation on 25 Significant and Amazing Facts about Christmas: 1. COLOURS 2. TREE 3. WHITE (SNOW) 4. CANDLES 5. ANGEL 6. CHRISTINGLE 7. FLOWER 8. DECORATION 9. CANDY 10. WREATH 11. CAROL 12. CAKE 13. CARD 14. CRIB 15. CRACKER 16. STAR 17. PLANTS 18. COOKIES 19. SANTA 20. PRESENTS 21. REINDER 22. EVE 23. BELLS 24. PLAYS 25. DAY
CRITICAL THINKING ACTIVITIES: PRESENTATION
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CRITICAL THINKING ACTIVITIES: PRESENTATION

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A Presentation on 41 Critical Thinking Activities to Think Differently which can be used as Starters, Middles, and Plenaries in a Classroom. Teachers can use these to enhance the critical thinking and problem-solving skills of the learners and to help them to think differently.
FUN STARTERS MIDDLES PLENARIES PUZZLES BUNDLE
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FUN STARTERS MIDDLES PLENARIES PUZZLES BUNDLE

8 Resources
This Resource Includes 9 Presentations on Fun Activities: 1. Catch a Phrase 2. Fun Starters 3. Fun Middles 4. Fun Plenaries 5. Creative Quiz 6. Critical Thinking Activities 7. Did you Know? 8. Problem Solving Activities 9. Think out of the Box
FUN PLENARIES TO GET DONE WITH A LESSON: PRESENTATION
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FUN PLENARIES TO GET DONE WITH A LESSON: PRESENTATION

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A Presentation on Fun Plenaries that can last about ten minutes, but could be shorter, to assess the learning at the end of a lesson. A Plenary that: 1. Refers back to and consolidates the most important learning points of the lesson; 2. Refers back to the learning intentions stated at the beginning of the lesson; 3. Puts the learning in context, by linking it both to prior learning and to the coming stages; 4. Gives opportunities for informal assessment; 5. Quick checks learning that has taken place; 6. Helps you judge the next steps; 7. Enables you to plan the next lesson. Teachers can use these plenaries to assess the learning as well as to get done with their lesson in the classroom.
FUN STARTERS TO GET STARTED WITH A LESSON: PRESENTATION
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FUN STARTERS TO GET STARTED WITH A LESSON: PRESENTATION

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A presentation on Fun Starters which helps a teacher to get started with a lesson. What is a Starter? A starter (do-now) is any activity that opens a lesson. It may or may not be related to the main lesson content and usually lasts anything from three to ten minutes. A starter is anything done to catch the imagination, interest, and creativity of the students. A Good Starter: 1. Influences early levels of engagement and motivation; 2. Captures pupils’ interest and curiosity; 3. Prevents early disruption by engaging pupils as soon as they enter the classroom; 4. Gets pupils involved from the outset; 5. Links back to previous learning; 6. Sets the scene for the lesson to come in terms of lesson objectives; 7. Challenges learners and set pace to lesson; 8. Creates an interactive class to enhance teaching and learning. Successful Starters: 1. Are planned as a discrete element of a lesson; 2. Contribute to the achievement of the lesson’s objectives; 3. Have a clear purpose. Starter activities tend to be most effective when they: 1. Engage all pupil; 2. Establish pace; 3. Provide challenge.
INCORPORATING STEAM IN AN ESL CLASSROOM: LESSON & RESOURCES
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INCORPORATING STEAM IN AN ESL CLASSROOM: LESSON & RESOURCES

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This resource covers the integral, surface and deep features of a steam lesson. It contains full-on activities and assessments to cover the skills of literacy in an easy, structured, cover-your-bases system. It includes everything you need to get going with a steam lesson in your classroom. Lesson Objectives: • Recall the definition and meaning of STEAM. • Analyse the features of sequential information text type. • Explore the structure of sequential text type. • Understand STEAM Pyramid. • Incorporate STEAM in a sequential information text on a given topic. This Resource Includes: 1. Detailed Lesson Plan 2. Lesson Starter - Text Samples with Answers 3. Sequential Text Structure 4. Sequential Text Sample 5. Sequence Template 6. Assessment Rubrics 7. STEAM Pyramid 8. The Leaning Triangle Teachers can use this to enhance the cross-curriculum skills of the learners, while the teachers themselves can use this to incorporate STEAM into their daily lesson.
CATCH A PHRASE - INTERACTIVE STARTERS: PRESENTATION
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CATCH A PHRASE - INTERACTIVE STARTERS: PRESENTATION

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A Presentation that includes interactive activities which can be used as Lesson Starters in a Creative Classroom. These Starters can be used in the Classroom: 1. To prepare learners for new learning. 2. To revisit and practice important skills. 3. To consolidate knowledge from or make links with previous lessons (bridging). 4. To enable pupils to get a better grasp on each return to an idea or concept. 5. To make constructive use of time while pupils shift between one intensive activity to another. 6. When a disruption unsettles a class and they need to ease quickly back into productive work. Because of their short duration: 1. They are particularly useful for little and often revisiting of keywords and concepts. 2. They are useful as brain-break activities. 3. They contribute to engagement by offering a sense of fun. 4. They whether competitive or collaborative, often have the feel of a game.
INNOVATION - A POSITIVE CHANGE: PRESENTATION
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INNOVATION - A POSITIVE CHANGE: PRESENTATION

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Innovation involves a deliberate application of information, imagination and initiative in deriving greater or different values from resources, and includes all processes by which new ideas are generated and converted into useful products. This Presentation Includes: 1. What is Innovation? 2. Innovation Categories 3. How to be more Innovative 4. Innovative Practices 5. Innovative Strategies 6. Innovative Resources
INNOVATIVE STORY TELLING: PRESENTATION
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INNOVATIVE STORY TELLING: PRESENTATION

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This photo-teaching innovative programme develops positive stories that support quality education. It uses photos to explore 'positive stories of development', inspired by Quality Education - one of the 17 global goals suggested in the World’s Largest Lesson Plan. Teachers can use this for attaining following Objectives:  Developing global citizens within a curriculum for excellence.  Ensure inclusive and equitable quality education and promote life-long learning.