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Design & Implementation Project Algebra: Equations & Inequalities

Design & Implementation Project Algebra: Equations & Inequalities. Lisa Freeman EDIT 6200 Fall Semester 2008. Purpose .

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Design & Implementation Project Algebra: Equations & Inequalities

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  1. Design & Implementation ProjectAlgebra: Equations & Inequalities Lisa Freeman EDIT 6200 Fall Semester 2008

  2. Purpose • To provide 7th grade math students the opportunity to create a computer math preview game using existing PowerPoint game templates and primary and secondary math-related multimedia (hardcover and web-based) to preview integers, equations, order of operations, and inequalities.

  3. Instructional Goals & Objectives • SWBAT demonstrate a variety of text, graphic tools, and software to research, generate, and demonstrate a project related to math • SWBAT demonstrate inverse operations and properties of equality to generate and solve one- and two-step linear equations and inequalities • SWBAT identify a variable, demonstrate an equation, execute the equation, and identify the solution for a given problem.

  4. Rationale of Technology • The learners have a very low level of motivation when it comes to traditional school assignments. • Because of a culture of entertainment, students seem to get bored with any one style of delivery. • The learners’ motivation for using multimedia resources for academic purposes is great. • Multimedia learning opportunities coupled with collaborative groups fosters academic achievement.

  5. Instructional Models • Constructivism • Instruction is designed around a learning objective, resources are gathered, and students explore, build, and demonstrate their learning by creating a computer math game. • Collaborative Learning • Students work in groups to generate and solve math problems and to use those math problems to create a computer math game. • Discovery Learning • Students discover the math skills the teacher wants them to discover using a specific process, e.g. using various resources to construct math problems to be used in a computer math game.

  6. Materials Needed • Laptop or desktop computers (1 per student team) with LAN access • Teacher laptop or desktop computer with VGA connection to ceiling projector and with LAN access • Computer math game PowerPoint templates • “Jeopardy” • Baseball Challenge” • “The Happy Game” • “Math Computer Game Project” packet (1 per student) • Holt Mathematics Course 2 student textbooks • Holt Mathematics Course 2 Know-It Notebooks • “Computer Game Critique” forms (2 per student) • Pretest/Post-test (1 per student) • Scantrons (2 per student)

  7. IMPLEMENTATION TIMELINE

  8. Day 1 • Administer Pretest • Preview unit by demonstrating modification of a computer game template • Divide students into teams • Assign computers and Computer Math Game packets • Students preview, choose, and save a computer math game template • “The Happy Game” • “Jeopardy” • “Baseball Challenge” • Observe students • Grade pretest • Debrief and memorialize the day

  9. Day 2 • Review Day 1 and preview Day 2 • Review “Math Computer Game Project” packet • Students breakout in teams • Students begin creating questions/answers using hardcover and web-based resources • Observe students • Debrief and memorialize the day

  10. Day 3 • Review Day 2 and preview Day 3 • Students breakout in teams • Review instructions in “Math Computer Game Project” packet for modifying game templates • Model computer game template modification • Students modify computer game template by inserting their questions/problems and answers generated on Day 2 • Observe students • Debrief and memorialize the day

  11. Day 4 • Review Day 3 and preview Day 4 • Distribute and review “Computer Game Critique Forms” (2 per student) • Students breakout into teams • Students play computer math games of at least 2 other teams and complete critique forms • Observe students • Collect completed “Computer Game Critique” forms • Debrief and memorialize the day

  12. Day 5 • Part 1 • Review Day 4 and preview Day 5 • Distribute “Computer Game Critique” forms (2 per student) • Students breakout into teams • Students continue playing computer math games of at least 2 other teams and complete critique forms • Observe students • Collect completed “Computer Game Critique” forms • Part 2 • Administer Post-Test • Debrief to recap the entire project and learning experience • Grade Post-Test • Review completed “Computer Game Critique” forms

  13. Jeopardy Hosted by Type your name here

  14. Integers Order of Operations Equations Inequalities 100 100 100 100 200 200 200 200 300 300 300 300 400 400 400 400 500 500 500 500 500

  15. Row 1, Col 1 What is a solution? When an equation contains a variable, a value of the variable that makes the statement true is ______.

  16. CHALLENGE! Baseball Challenge!

  17. Batter Up! Play Ball!

  18. Home Single #1 When an equation contains a variable, a value of the variable that makes the statement true is a ______. The Pitch! • solution • substitute

  19. It’s a Hit! Base Run! Go Back

  20. Happy Game Integers, Order of Operations, Equations & Inequalities The Happy Game Happy is very hungry. Pick the right lunch box to keep Happy healthy.

  21. Solve the equation: -3 + y = -5 y = -2 y = 2

  22. Good Answer 1 Yeah! Happy is very happy and healthy. You picked the right lunch box with good food. Go back

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