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Day 25 · New-case check A: a game demoYear 11 English · T1 W5–6 · Day 25 lesson

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Year 11 / English / Term 1 / Weeks 05 06

Part of the full two-week lesson sequence. Check the pack guide and taught point before teaching.

Open for this lesson: Pack guide · Daily routes · Worked swaps · Fresh learner checks · Aids and text routes.

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Teacher copy: This page may include teaching prompts or answer keys. Answer keys in this public library can be viewed by anyone. Give learners a clean prompt, use checks as formative evidence, and change a case locally when prior access matters.

Learner prompts

Target: apply foregrounding and attribution to fresh Texts V–W. Both prompt and key are public. Prepare: card not previously used in this sequence.

  1. Launch · 2 min. State audience: a fictional game-demo newsletter editor. Avoid suggesting a preferred headline.
  2. Source access · 4 min. Release V/W with labels and log any reading support; do not give the answer key.
  3. Independent plan · 5 min. Learner selects one exact detail per text, the report's chosen focus, a stylistic effect and a source limit.
  4. Independent response · 7 min. Choose Day 25 route. Capture a first 90–130-word/equivalent editor note with a justified replacement line.
  5. Self-audit · 4 min. Learner checks attribution, only/every claims and whether the literary scene is mistaken for an interview.
  6. Submit · 3 min. Collect first response and mode/support log. Use the public worked key for a specific next move.