Write gizmo and gadget on the board and ask if anyone knows the meaning or can give an example. If not, give some examples yourself, e.g.Â
keyrings that sing back to you when you have lost them and sing to them
glasses with lights on the side so you can read in the dark
Explain that gizmos and gadgets are unusual, useful things, but they are not really necessary. Ask for more examples of gizmos and gadgets, and ask what they are for. Use this to check or revise We use it for -ing and We use it to + infinitive.Â
Main Activity
Tell students they are going to look at some more unusual gizmos, and they must guess what they are. Put them into pairs and give out the photocopies. This is not a real Website, but a search for ‘gizmos gadgets’ on the Internet will find lots.
Ask them to look at the names of the gizmos for help. Tell them to talk with their partner and make notes about what the names mean. While they are working, go around giving them clues.Â
Talk with your partner and make notes on what the gizmos are for.
Ask them to talk with their partners and make notes about what the gizmos are for. Write these questions on the board:Â
1 What is it? 2 What do people use it for?Â
Possible answer
Maxi Data: People use it for receiving TV programmes from satellite stations. The goggles have TV screens in them and they have headphones too. People can use it to connect to the Internet.
Auto-helo: It is a robot, and it is for tidying your room or other places. It can pick flowers in the garden.
Sure Shot: It is for climbing
Video 1: It is a balloon with a motor and a video camera. It is for spying on people.Â
Surf Cycle: It is for riding on the sea.
Write these questions on the board:Â
1 What type of person might buy it?Â
2 Do you want one? Why / Why not?Â
Check their ideas and write them on the board. There are no correct answers for this, but if they can not think of any uses, you can give them clues to guide them to the following possible uses:
Check their ideas. There are no correct answers.Â
Follow up
In pairs, students think of their own gizmos and draw them.
They exchange their gizmos with another pair. They guess what they are and answer the other questions from earlier.
They check with the designers to see if their ideas are correct.Â