Module 4 Instructional Software Lesson Idea Hannah Davis
Module 4 Instructional Software Lesson Idea Hannah Davis
Content Standard Addressed: MGSE1.OA.6: Add and subtract within 20. A) Use strategies such as counting
on; making ten (e.g., 8+6 = 8+2+4 = 10+4 = 14); decomposing a number leading to a ten (e.g., 13-4 = 13-3-1 =
10-1 = 9); using the relationship between addition and subtraction (e.g., knowing that 8+4 = 12, one knows
12-8 = 4); and creating equivalent but easier or known sums (e.g., adding 6+7 by creating the known
equivalent 6+6+1 = 12+1 = 13).
☒ Infusion Level: Students may work at a higher Bloom’s Level, but they do not have any “Voice or Choice”
during the activity and most of the decisions are made by the teacher.
☐ Integration Level: We would like to see ALL lessons/activities reach this level. The project is student-
driven. Students have “Voice and Choice” in the activities, selecting the topic of study and determining the
technology tool to demonstrate mastery of the standard. The teacher becomes more of a facilitator.
☐ Expansion Level: The projects created are shared outside of the classroom, publishing student work and
promoting authorship. This could be reached by showcasing the project on the school’s morning
newscast, posting the project to the classroom blog, or publishing via an outside source.
Universal Design for Learning (UDL): The technology tool used in this lesson will support all students by
supporting visual learners, hands on learners, Spanish/French/ Israeli speaking English Learners, and by
allowing the students to work on this assignment at home since it is digital and can be completed on a
computer or tablet. For students who have a little more difficult time with this subject, this activity is done in
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Instructional Software
partners. Working in partners will allow them to complete the assignment and make sure they feel good
about the work they did.
Once the students are settled and playing the game in their partners, I, the teacher, will walk around the
classroom providing feedback and making sure each student is on task and not struggling. The students will
play this game for about 20 minutes. After the 20 minutes is up, I will have the students come back to the
carpet for me to explain the next part of the activity. I will show the students that they will be getting a small
bag of jellybeans and that they are not to eat, they will get clean ones to eat when the lesson is over. I will
explain that I want them to create the game they just played on the computer, with real jellybeans. They will
still work in their partners to play the live game. As the students are playing the game, I will walk around the
classroom giving feedback on student participation and success, make sure the students are staying on task,
and helping in any way I can. I will have the students play the live game for about 15-20 minutes. The lesson
all together will take between 45 minutes and 1 hour. Also, as the students are playing the game with real
jellybeans, I will have them keep a tally sheet of how many they got right and wrong. This will help me
determine which students still need help in this section. After the students are done with the game, I will have
a few of them share how many they got right and how many they got wrong.
Reflective Practice:
After designing this lesson, I feel the activities could impact student learning in a positive way. Students love
technology, candy, and having fun, and this lesson has all of that. The students will be engaged the whole
time while actively participating in the activity. To further extend the lesson, I could have the students use the
jellybeans to create some harder problems (ex. 10-__=6 or 13+__=18). The students would be able to take 10
jellybeans, take away just enough to have 6 jellybeans left, then they would be left with the correct answer of
4. To further enhance this task, the students could get on the computers or tablets to access and calculator to
be able to check their work.
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