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PLACE VALUE WITH COMPUTERS LESSON PLAN

Instructor Name:
Colleen Trumble
Class:
Dr. Hamman Elementary- Grade ¾
12:35 pm-1:05 pm

Lesson Title:
Learning about Place Value under the sea!
Tech Requirements: (list all materials you might need. Include special
materials like balloons and also basic classroom materials like chalkboards).
• Computers
• Password for Learnalberta website, although students may be able to
enter simply by clicking on the link below the sign in login.
• Projector to show students what to do
Administrative Notes: (if relevant, include any information needed to share
with the teacher or the class).

General Outcome:
• Students will use technology to investigate and/or solve problems based
on place value and regrouping.
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Specific Learning Objectives:


• Students will solve place value problems by using an online game
• Students will practice trading and using manipulatives by using an
online game
• Students will recognize how technology can aid them in mathematics

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KSA’S:
1)How contextual variables affect teaching and learning
4) Subject Disciplines you teach
5) All students can learn albeit at different rates in different ways
6) The purposes of short, medium and long range planning
9) There are many approaches to teaching and learning
10) The functions of traditional and electronic teaching/learning
technologies
13) Student learning is enhanced though the use of home and
community resources
16) The importance of guiding your actions with a personal, overall
vision of the purpose of teaching
17) You are expected to achieve the teaching quality standard
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ACTIVITIES
Name of Exercise: Expected Length: (in
Finding the Game minutes)
5 minutes
Purpose: (why is this exercise included in the lesson)
So students can find out where to go to play the place value game.

Detailed instructions: (how will this exercise be explained to the group)


• Instructor will be doing this along with students, instructor will have
their screen up on the projector for students to follow along
• After students have logged in successfully, ask them to click on internet
icon (explorer, Mozilla, whatever the school uses for a browser)
• Then ask students to type in at the top www.learnalberta.ca
• Once they have done that, either have them log in with the school
password
Username:
Password:
• OR if that does not work click on “enter this site as a quest” below login
space.
• Click on the grade 3 button (near the top)
• Click on “mathematics”
• Click on the “Math under the Sea”

Name of Exercise: Expected Length: (in


Playing the Game minutes)
25 minutes
Purpose: (why is this exercise included in the lesson)
So the students may learn more about how to do place value while having fun
at the same time on an interactive computer game.
Detailed instructions: (how will this exercise be explained to the group)
• Ask the students to enter their name in the first box
• Ask the students to make up a name for a fish in the second box. Make
it clear that they do not have a lot of time to spend on this, think of a
name quickly!
• Click “ok” on the next button
• watch the intro as a class together on the projector, tell the class to
click on “skip intro” on their screens
• Click on “Place Value”. It is the fourth one down on the left hand side
• Click on “Using Base-10 blocks”
• Have the students work on this independently. If they finish this quickly,
they can move onto the next category which is “regrouping base”
Name of Exercise: Expected Length: (in
Logging off minutes)
2 minutes
Purpose: (why is this exercise included in the lesson)
To leave enough time for the students to log off of their computers in an
orderly fashion.
Detailed instructions: (how will this exercise be explained to the group)
• When there is about 5 minutes left in class, ask the class to please exit
the internet, and log off their computers. Also make sure they tuck in
their chairs.
• When they have finished, ask them to line up quietly at the door.

Observations/Comments/Reflections

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