Assignment#2 Create a simple ELA lesson plan addressing the following
components
Using an existing game.
Super Text Twist (http://www.shockwave.com)
Grade
level: 5th grade
Common
core standards and learning outcomes:
ELA: English
Language Arts (NYS P-12 Common Core): Speaking and Listening
- Participate in
collaborative conversations with diverse partners about kindergarten topics and
texts with peers and adults in small and larger groups.
- Confirm understanding of
a text read aloud or information presented orally or through other media by
asking and answering questions about key details and requesting clarification
if something is not understood.
- Ask and answer questions
in order to seek help, get information, or clarify something is not understood.
- Describe familiar
people, places, things, and events and, with prompting and support, provide
additional detail.
- Add drawings or other
visual displays to descriptions as desired to provide additional detail.
- Speak audibly and
express thoughts, feelings, and ideas clearly.
Learning Outcomes:
Students will be able to identify and create a variety of word from the
different letters provided.
1. Creating and Innovation
· Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
a) apply existing knowledge to generate new ideas, products, or processes.
b) create original works as a means of personal or group expression.
c) use models and simulations to explore complex systems and issues.
d) identify trends and forecast possibilities.
2. Communication and Collaboration
· Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:
a) interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media.
b) communicate information and ideas effectively to multiple audiences using a variety of media and formats.
c) develop cultural understanding and global awareness by engaging with learners of other cultures.
d) contribute to project teams to produce original works or solve problems.
3. Research and Information Fluency
· Students apply digital tools to gather, evaluate, and use information. Students:
a) plan strategies to guide inquiry.
b) locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media.
c) evaluate and select information sources and digital tools based on the appropriateness to specific tasks.
d) process data and report results.
4. Critical Thinking, Problem Solving, and Decision Making
· Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
a) identify and define authentic problems and significant questions for investigation.
b) plan and manage activities to develop a solution or complete a project.
c) collect and analyze data to identify solutions and/or make informed decisions.
d) use multiple processes and diverse perspectives to explore alternative solutions.
· Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. Students:
a) advocate and practice safe, legal, and responsible use of information and technology.
b) exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity.
c) demonstrate personal responsibility for lifelong learning.
d) exhibit leadership for digital citizenship.
6 6. Technology Operations and Concepts
· Students demonstrate a sound understanding of technology concepts, systems, and operations. Students:
a) understand and use technology systems.
b) select and use applications effectively and productively.
c) troubleshoot systems and applications.
d) transfer current knowledge to learning of new technologies.
Instructional
activities (how does this game help develop language acquisition and
development, both oral and written, be creative?):
The
students will be able to use letters given to create a word allowing the
students to read, write, and say the word.
Assessment:
A dialoged box appears on the screen allowing the student to know if they are
on the right track or not. Once the time has run out the students are able to
view the other possible words that could have been created out of those
letters. These words in the game will be words use in a test where the students will correctly spell the word and use it in a sentence.
Debriefing (refer to the journal
article page 8 to 12): The teacher can discuss with the students that one set
of letters can create a variety of words.
What
cognitive skills do this game help to cultivate?: This game allows the students
to work on their spelling and writing.
What new literacies skills do this game
help to cultivate (refer to the journal article page 2 and 3)?: The students
are able to identify and question what letters can be made into
words, locate correct letter to create a word, evaluate what letter can create
a word or other letters need to complete to word, use their knowledge of
spelling and vocabulary to complete the game, and communicate the answers to
others.
Creating my own game and ELA Lesson plan.
- Grade
level: 1st grade
- Common
core standards and learning outcomes:
ELA: English
Language Arts (NYS P-12 Common Core): Speaking and Listening
- Participate in
collaborative conversations with diverse partners about kindergarten topics and
texts with peers and adults in small and larger groups.
- Confirm understanding of
a text read aloud or information presented orally or through other media by
asking and answering questions about key details and requesting clarification
if something is not understood.
- Ask and answer questions
in order to seek help, get information, or clarify something is not understood.
- Describe familiar
people, places, things, and events and, with prompting and support, provide
additional detail.
- Add drawings or other
visual displays to descriptions as desired to provide additional detail.
- Speak audibly and
express thoughts, feelings, and ideas clearly.
Learning outcomes:
- Students will be able to identify and build on their knowledge of
geometric shapes.
- Students will learn to create a variety of animals using geometric
shapes.
- Students will be able to work on their observational and motor skills.
Nets:
1. Creating and
Innovation
·
Students
demonstrate creative thinking, construct knowledge, and develop innovative
products and processes using technology. Students:
a)
apply existing knowledge to
generate new ideas, products, or processes.
b)
create original works as a
means of personal or group expression.
c)
use models and simulations to
explore complex systems and issues.
d)
identify trends and forecast
possibilities.
2. Communication and Collaboration
·
Students use digital media and
environments to communicate and work collaboratively, including at a distance,
to support individual learning and contribute to the learning of others.
Students:
a)
interact, collaborate, and
publish with peers, experts, or others employing a variety of digital
environments and media.
b)
communicate information and ideas effectively
to multiple audiences using a variety of media and formats.
c)
develop cultural understanding and global
awareness by engaging with learners of other cultures.
d)
contribute to project teams to produce original
works or solve problems.
3. Research and Information Fluency
·
Students apply digital tools
to gather, evaluate, and use information. Students:
a)
plan strategies to guide
inquiry.
b)
locate, organize, analyze, evaluate,
synthesize, and ethically use information from a variety of sources and media.
c)
evaluate and select information sources and
digital tools based on the appropriateness to specific tasks.
d)
process data and report results.
4. Critical
Thinking, Problem Solving, and Decision Making
·
Students use critical thinking
skills to plan and conduct research, manage projects, solve problems, and make
informed decisions using appropriate digital tools and resources. Students:
a)
identify and define authentic
problems and significant questions for investigation.
b)
plan and manage activities to develop a
solution or complete a project.
c)
collect and analyze data to identify solutions
and/or make informed decisions.
d)
use multiple processes and diverse perspectives
to explore alternative solutions.
5. Digital
Citizenship
·
Students understand human,
cultural, and societal issues related to technology and practice legal and
ethical behavior. Students:
a)
advocate and practice safe,
legal, and responsible use of information and technology.
b)
exhibit a positive attitude toward using
technology that supports collaboration, learning, and productivity.
c)
demonstrate personal responsibility for
lifelong learning.
d)
exhibit leadership for digital citizenship.
6 6. Technology Operations and Concepts
·
Students demonstrate a sound
understanding of technology concepts, systems, and operations. Students:
a)
understand and use technology
systems.
b)
select and use applications effectively and
productively.
c)
troubleshoot systems and applications.
d)
transfer current knowledge to learning of new
technologies.
- Instructional
activities (how does this game help develop language acquisition and
development, both oral and written, be creative?): This game
will be an interactive game operated by computer where the students will have a
scenario where they must identify the correct geometric shapes to create a
specific animal. The student will drag the correct shape together building that
specific animal. Each of the shape will be labeled and when the mouse is
hovering over that shape the students are able to hear the shape aloud. The
students will be able to identify how the shape is spelled and how it sounds.
- Assessment:
The student will get instant feedback through the interactive game. Once the
students have created their animal a prompt will appear stating whether the
combination of shapes is correct or incorrect. The students can click on a
button for help or hints to make corrections. There will also be an answer key
at the end to check their animals.
- Debriefing (refer to the journal
article page 8 to 12): The students are able to connect their knowledge from
the game to real life through a number of different ways. For example, once the
student has completed the animal a prompt will appear asking the students a
series of questions to reflect on the game. The prompt will show an image and a
question relating to the image such as an image of a bird and asking a question
like what is the same of the body? The student will then click on the correct
and answer where an audio will play and say the correct answer, highlight the
correct button, and outline the shape on the bird. Connecting a real life bird
to geometric shapes enabling the students to identify the correct shapes used
to create that animal and use it in art making (creating a collage or a
drawing).
- What
cognitive skills do this game help to cultivate?: This game allows the students
to identify their geometric shapes and allows them to use their knowledge of
these shapes in art making.
- What new literacies skills do this game
help to cultivate (refer to the journal article page 2 and 3)?: The new literacies
skill used in this game enables students to
use information and communication technology tools. Through the incorporation of interactive
technology in this game the students are able to identify and questions on
geometric shapes, locate correct shapes needed to create a specific animal,
evaluate what other shapes are need to complete the animal, use their knowledge
of geometric shapes to answer questions, and communicate the answers to others.