Tpack Lesson Plan

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Your Name:

Taylor Hartnett

Subject / Course: Math


Topic: Numbers and operations
Lesson Title: Simple Multiplication
Lesson Duration: 60 (should be no longer
Level: Grade 3
min than 2 hours)

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

ISTE Standards: Empowered Learner


1C: Students use technology to seek feedback that informs and improves their practice and to
demonstrate their learning in a variety of ways.

Materials and Preparation


Jenga Blocks
Students will need access to iPads and Scratch application

Target Audience and Learning Environment:

Knowing the Learner and the Environment


This Lesson is designed for a 3rd grade traditional classroom. I will be combining the following
learning styles kinesthetic (Physical) and spatial (Visual). The classroom will be a student-
centered learning environment which will include student engagement, challenge and
enthusiasm. This will overall make learning more fun and keep the students involved. This
technique will allow students to understand why and what they are learning. This will assure
that each student is going at their own pace without being rushed
Introduction (15 Minutes)
• Each group of students will have a Jenga set with various multiplication problem written
on them. The game will be arranged as normal; the students will pick a block and
remove it from the tower and attempt to answer the multiplication problem. If the
Problem is answered correctly you will get to keep the piece in front of you but if the
student answers incorrectly the partner gets a chance to steal. If both students answer
incorrectly the block must be placed on top of the tower.
• Students will essentially become their own character as they improve on their
multiplication skills. Students will be required to answer simple multiplication problems
as shown on the Jenga blocks. They will perform in teams of 2 so each student has a
teammate to rely on.

Create Coding using Multiplication (20 Minutes)


• As students master multiplication problems on the Jenga set, they will be asked to move
to the iPad where the students will have the opportunity to code their own
multiplication game. Allowing them to still have fun and do work at the same time.

• 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.

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