Tpack Lesson Plan
Tpack Lesson Plan
Tpack Lesson Plan
Taylor Hartnett
Simple Multiplication
Grade 3 | Math | 60 Minutes
Learning Objectives:
TEKS: 111.5 B 4 E: Represent multiplication facts by using a variety of approaches such as
repeated addition, equal-sized groups, arrays, area models, equal jumps on a number line, and
skip counting
• Each group of 2 will be given an iPad with the Scratch application downloaded on it.
Students will follow along with the instructor to create a multiplication game using
Scratch. Once the students have become more familiar with the application, they will be
free to make the game unique to their level of interest. (shown in the PowerPoint)
• This will be more challenging for a third-grade class but still useful and educational
• Students will have the option to pick their own characters in the app by clicking the
animal face at the bottom right hand corner of the application
• Once the game is completed the students will be able to play their version of Scratch.
Tech integrated Project (25 Minutes)
• Let the students use the skills they’ve learned in order to make their scratch game more
effective.
• Students will be in pairs and attempt to code their own multiplication game without the
help of the instructor. They will apply previously learned skills using multiplication, while
making their game unique and suitable for them.
Pedagogies
Scratch is a helpful tool that can teach students serval operations like multiplication and keep
them engaged while having fun. This tool provides challenges for the students but also helps
build their critical thinking skills at a young age. Using the visual approach, it gives the
students something to follow along with rather than verbally explaining it or lack of attention
from the students. By demonstrating and engaging the students with Scratch they will be more
inclined to learn and retain the information given. Verbally speaking at them can result in
losing their attention and zoning out. Overall Scratch is highly effective for the students
because they are able to take full responsibility and model active learning by giving the
students a sense of power within the app. Being able to create and explore on their own can
deepen their learning. Every Student has their own way of learning, this application uses open-
ended tools to help build what interests them.
Assessments (How do you know students met the learning objectives and targets?)
Students will be put in groups in order to create their own style of the game to ensure
that they understand the content. This is a way to ask the students to reflect by
engaging in a fun activity. Students are more likely to retain information in a more
efficient way when they are having fun. At the end of each week students will be
required to take a short quiz ensuring they have mastered the concept or explain the
game they created using scratch.