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DOMAIN 2: THE CLASSROOM ENVIRONMENT
COVENANT MANAGEMENT: Relationship & community building (Note any specific
ways in which you plan to build or strengthen relationships and community – student-student &
teacher - student.]
-Students will play tug of war with each other - we will briefly mention the importance of good
sportsmanship before playing. Hopefully this will be a fun and memorable activity for the class!
CONDUCT MANAGEMENT:
Identify at least 2 ways you will gain whole group attention:
1. Ringing the bell
2. Hand clapping rhythm
3. “If you can hear my voice clap once”...etc.
Strategies you intend to use to redirect individual students:
1. Moving myself to be physically near to them
2. Calling on individuals by name
PHYSICAL ENVIRONMENT: Note any specific ways you will use the environment to
contribute to the learning.
-We will go outside and utilize that space to play a game of tug of war.
DOMAIN 3: INSTRUCTION
CONTENT MANAGEMENT: THE LESSON
Motivation/Opening/Intro:
“Scientists, today we are going to be talking about a famous game where there’s lots of
pulling involved to win. Any guesses as to what game I might be talking about?”
-Call on students to answer.
-“If we were playing tug of war:
-Think of some ideas of teams that would be unequal
-Think of some teams that would be equal
-Have students share their thoughts, and say why that team would be equal or unequal.
(example of unequal teams: more people on a team)
-Write some team ideas down on the board/doc. cam
-Have students help to make a list of pushes and pulls all around you (shove, stretch,
tug, - almost any verb)
-Force is anything that tends to change the state of rest or motion of an object
-push & pull = FORCE
- “To help you understand pushing & pulling even better, we’re going to head outside
and play a round of tug-of-war!”
Development:
-Decide as a class what teams you will test - at least four different combinations.
-Establish rules, expectations, and good sportsmanship guidelines
-Play tug-of-war as a class outside - play at least four games with at least 4 different
combinations of students.
-Have the students record the teams that were tested and indicate which team won &
lost.
-Have at least one combination be very unequal - (e.g. three people vs. ten) - so you can
talk
-(probably end for the day, finish lesson the next day)
-Pick a combination and roughly draw it using doc cam. Tell students that we will put
arrows on the two teams facing opposite directions- the directions that the students are
pulling.
-Shorter arrow represents less force -losing team
-Longer arrow represents more force - winning team
-Ask students which arrow would go on which team
-Ask if there’s any other forces we know of that we could draw
-(arrow pointing to the ground - when you pull on the rope, you are pushing against the
ground)
-How could you flip this around? (add more kids, have them pull more, etc)
-Repeat with another combination
-Have students try their own.
-Each team is pulling on the rope and pushing against the ground
-How could we make it so that one team couldn’t push as hard against the ground?
(Putting ice, rollerskates, etc. under one team’s feet would make it so they couldn’t
push against the ground)
-Is tugging in the game an example of a push or a pull?
Closure:
-Show the watermelon slow mo video to show force:
https://www.youtube.com/watch?v=PK8dsAeMmPk
-What happened to the watermelon? Why?
-Students complete the handout and turn it in.
DOMAIN #4: PROFESSIONAL RESPONSIBILITIES
CANDIDATE NOTED EVIDENCE OF PROFESSIONALISM: Please note recent
evidence of your efforts as a professional.