LESSON PLANS
6 & 7.
Relevant KITO - Level 1, Mode: Problem Solving - uses simulations of everyday activities.
OFF COMPUTER ACTIVITIES RELATED TO THE TOPIC.
Subject: Computers
Topic: Maths Memory
Grade: 1
Student Learning Objectives: On completion of this session, children will be able to: *use their concentration and memory skills to produce and play the game of memory. *Associate and match numbers with groups of objects. *Associate numbers with their written names. *Match sums or differences to numbers or other sums and differences. *Add or subtract one and two digit numbers from 1 - 99. *Use materials available to them to create their own game of math memory. *Use their knowledge to create their own mathematical problems.
Students Prior Knowledge: *All students have played math rabbits game of balloon matching levels 1 and 2. * All children are competent in their counting and simple addition and subtraction problems. *All children are able to load the class computer and run a program.
Procedure: 1). Children will play the balloon matching game on the program math rabbit. 2). Children will then proceed to make up their own memory cards, writing a maths problem on one card and the answer on another. Children need to make up 5 sums totaling 10 cards. 3). Children play their game with a partner or a group of three. The children figure out the sums as they turn them. If they get a match, they keep the cards until all pairs are matched and the game is finished.
These cards are kept by the children. They can be used during a maths activity or as a short activity to be used whilst time needs to be filled in.
8
COMPUTER BASED ACTIVITIES RELATED TO THE TOPIC
Subject: Computers
Topic: Speed Maths
Grade: 1
Students learning objectives: On completion of this session children will be able to: *work in a time frame of 90 seconds to obtain an answer to mathematical problems. *Add and subtract one and two digit numbers from 1 - 99.
Students Prior Knowledge: *All children are competent in subtracting small numbers and addition of one and low two digit numbers. *All children have previously played speed maths. * All children are able to load and run the program.
Procedure: 1). Children load the program, type their name and level. Their level is determined by their previous score on Speed Maths. All children start at level one and if their scores pass 25, they are able to progress to the next level. 2).Children play speed maths, and on their card record the date and their score. 3).Next to their name on the speed maths class sheet, they tick under the days date and then select someone whose name has not been ticked for that day (i.e. not played Speed Maths) to play.