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3. Target Audience:
Children ages 6-12
4. Session Location:
Church Farm School, Science Pavilion on Business Route 30
1001 Lincoln Highway, Exton, PA 19341
6. Number of Participants:
5 - 45 minute sessions: ~ 25 children per session
7. Schedule:
9:35 am – 1st class
~10:20 am - 2nd class
~11:05 am - 3rd class
12 noon – lunch
12:45 pm – 4th class
~1:30 pm - 5th class
Part 2: Lesson Plan Matrix
Mediator of Specific Educational Learning Practical Educational Activities, Events of
Behavior Objectives Domain/level Learning Experiences, Messages or Instruction*
Change At the end of the lesson, Cognitive Content
(Theory-based learner will be able to: domain,
strategies) knowledge
level
Introduction Introduce ourselves & explain reasons and A
goal for workshop
Social Norms Appreciate that F&V are cool Affective: Ask participants who eats F&V. A/S
to eat valuing Ask participants who think eating F&V are
important.
Ask participants who think their role
models eat F&V
Show photos of celebrities (game icons)
eating F&V
Perceived Benefits State the importance of Affective: Guess the mystery F&V game S
eating F&V valuing Explain scientific-based benefits and
Recognize 5 different Cognitive: facts for each F&V
F&V Comprehension Show pictures of other F&V with similar
Value the importance of & Knowledge benefits
eating F&V
Goal Setting State a goal or make a Cognitive: Have participant write down 1 goal intention C
commitment for eating more Evaluation to eating more F&V
F&V Affective: Distribute Tip Sheet
Valuing
Part 3: Overview/Procedure
1. Overview of Content
A. Introduction: gain attention & overview
B. Celebrity Photos
C. Guess the Mystery Fruit or Vegetable Game
D. BINGO
E. Goal Setting & Summary
2. Materials
Pictures of role models
Bingo cards, tokens and calling cards
Blindfold
Bags (to hold hidden fruit & vegetable)
12 fruits & vegetables (banana, sweet potato, avocado, mango, broccoli, eggplant,
mushroom, apple, bell pepper, asparagus, orange, kiwi)
Pictures of other fruits & vegetables
Goal setting magnets
Tip sheet
Wet wipes
Markers
The BINGO game will also serve as an evaluation tool for ability to identify and
recall at least 5 different fruits & vegetables. Instructors will be able to observe
whether or not the participants are able to identify individual fruits & vegetables
by name (and by descriptors) by how well they are able to play the game.