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Term 2 Week 4 2009. Timetable. 9.00 Handwriting 9.15 Spelling- word list, word-study, cloze, grammar 9.30 Morning Pages-news, issues 10.00 Whiteboard training _____________________________ 11.00 SSR/Homework 11.30 Reading 12.00 Writing 12.30 PE _______________________________
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Timetable • 9.00 Handwriting • 9.15 Spelling- word list, word-study, cloze, grammar • 9.30 Morning Pages-news, issues • 10.00 Whiteboard training • _____________________________ • 11.00 SSR/Homework • 11.30 Reading • 12.00 Writing • 12.30 PE • _______________________________ • 1.30 Reading To • Maths • 2.00 Science • 2.30 Topic
Websites • Tvnz on demand tinyurl.com/21c7fj • Tv3 video on demand tinyurl.com/yow8k9 • Teacher tube www.teachertube.com • Science hack sciencehack.co • video jug www.videojug.com/tag/learning • Freedocs www.freedocumentaries.org • Teachers tv www.teachers.tv/video • Google video.google.com “genre: educational” • Nova science video” www.pbs.org/wgbh/nova/programs/index.html • National geographic video.nationalgeographic.com/video • Library service www.anyquestions.co.nz/en/anyQuestions.html • Edutopia www.edutopia.org/video • Abc kids www.abc.com.au.children • Bbc www.bbc.co.uk/children • What now www.whatnow.tv • Childs play childsplay.sourceforge.net • Art www.ambientdesign.com • Art www.tuxpaint.org • www.resene.co.nz. • How to plant a garden tinyurl.com/2xexa4 • Photo competition www.netguide.co.nz
Snakes and Ladders Dots 0 and x Hangman Scrabble Cards Read Dance practise Drawing Computer Whiteboard Song group practise Wet Day Activities
WALT improve - slope - good speed - letter shapes - size of letters - joining of letters - neatness - headings - fluid writing style Discuss with the teacher what you are going to work on. Practise. Evaluate your work. 9.00 Handwriting
9.15 Spelling Strategy WALT spell words • Choose a word you can read/ or almost know how to spell. • Look length, at the shape, tall letters, tails • Copy 5x, 10x • Cover and spell • Check for the hardspot
Mon 9.15 Spelling- Scavenger hunt • Landfill is a rubbish dump. • We breathe out carbon dioxide. • Smoke and fog together smog. • A habitat is a home. • Toxic means poisonous. • Compost feeds plants. • Biodegradable stuff breaks down. • Hazardous waste is dangerous. • Emissions are gas. • Ozone is oxygen.
Rainwater Drains Treatment plant Reservoirs Barrel Organic Cistern Vapour Factory fertiliser Found on a toilet. Moisture in the air. Holds water. Chemical added to soil. Building with machines. Water that falls from the sky. Mon 9.15 Spelling- dictionary skills. You need to be able to read the words and explain the meaning.
Tues 9.15 Spelling • WALT identify vowels and consonants • Vowels a e i o u • Consonants b c d f g h j k l m n p q r s t v w x y z • Write v above the letter if the letter is a vowel. • Toxic hazardous energy smog global • Write c above the letterif the letter is a consonant. • Emissions haze ozone chemicals compost
Wed 9.15 Spelling • WALT find the word that makes sense. • When it rains h___ for a very long time you sometimes get floods. Floods mean that w____ overflows the river banks and runs o___ the land. Really bad floods can c____ mud slides and carry rocks d____ slopes. Floods can b__ devastating.
Fri 9.15 Grammar • WALT identify common nouns. • Underline the common nouns in the sentences. 1. The boat was floating on the water. 2. The man opened the gate. 3. It was a dark rainy night. 4. The wind blew hard down the valley. 5. The water rushed over the ground in streams. 6. Huge puddles covered the courts.
9.30 Morning Pages • WALT express our opinions by saying what we think and giving reasons for saying that. • Issue:
WALT make a Photo-story 3. You will need photos to add into your programme. Make sure you have a story to tell. Learn to insert photos Add text Add music Save and play. 10.00 Mon/Tues Whiteboard Training/ Publishing
10.00 Wed/Fri Topic- Reusing grey water: Can plants tolerate it? www.sciencebuddies.org/science-fair projects • Explore the idea of waste water. What have you found out about grey water and reusing waste water? • Plan an experiment to test the effects of grey water on plants. • Write Questions about how to set up an experiment. What do you know and need to know about grey water before you use it? • Gather information by using key words to search books or computers. Then scan and skim for information. Interview an expert. Do the experiments. • Organise your information by note-taking and note-making. • Present your findings using voice sound and photos. • Evaluate and describe how the investigation turned out. • So What will you recommend people do about using waste water on plants?
What’s your name? Age? Birthday? Where do you live? Who are your parents, brothers, sisters, and grandparents? Your tribe, marae. What do you do at your marae? What sort of house do you live in? Does it have a garden. What’s in the garden? What pets do you have? What cars, bikes etc do you have? What’s in your bedroom? What foods do you like? What hobbies, sports, interests do you have? What do you really like? What do you really hate? What makes you happy? What makes you sad or angry? What would you like to do when you’ve finished school? 11.00 Mon/Thurs This is my Life
11.00 SSR/Homework • WALT be self managing • Target with the teacher. • Book Title • 5 Maths facts • 5 Spelling words • Research: Find out things about yourself you don’t know?
Title: Pt1.1. 2009 Hatupatu Connector- Connect the contents of the text to world events, history, the arts, personal experience. Is there a connection you can make to the story? Travel Tracker- Locate the story as it moves along, develop an image of where the story is taking place. Can you make a diagram to show the track they took. Wordsmith- Help identify words not known, find the meaning, increase vocabulary What words give images in your mind? Investigator- Research background information about the book and related topics. What facts can you find about the places Hatupatu went to? Summarizer- Read the text and summarise the essence of the story. Begin the group discussion. Illustrator- Show understanding of the text by drawing part of the story. Discussion Director- Questions and prompt thinking about the authors intent, inferences in the text, recall of details. Paragraph Picker- Find exciting paragraphs based on language, imagery, use of synonyms, alternative words, description, alliteration, dialogue. Character studier- Identify the traits of the main character and justify from text. Creator- Create something that arises out of reading the text- a letter, photostory, model, display, concept chart. 11.30 Reading-Literature Circle
Title: The Witch’s Rock Connector- Connect the contents of the text to world events, history, the arts, personal experience. Travel Tracker- Locate the story as it moves along, develop an image of where the story is taking place. Wordsmith- Help identify words not known, find the meaning, increase vocabulary Investigator- Research background information about the book and related topics. Summarizer- Read the text and summarise the essence of the story. Begin the group discussion. Use first sentence in each paragraph to help. Illustrator- Show understanding of the text by drawing part of the story. Discussion Director- Questions and prompt thinking about the authors intent, inferences in the text, recall of details. Why would there be a netball tournament called the Kurungaituku? Why do they leave green leaves at the rock? What makes this story more realistic than the others? Paragraph Picker- Find exciting paragraphs based on language, imagery, use of synonyms, alternative words, description, alliteration, dialogue. Find examples of alliteration/ description/ similes. Character studier- Identify the traits of the main character and justify from text. Describe Birdwoman Creator- Create something that arises out of reading the text- a letter, photo-story, model, display, concept chart. Make Birdwoman in clay. 11.30 Reading-Literature Circle
Title: Connector- Connect the contents of the text to world events, history, the arts, personal experience. Travel Tracker- Locate the story as it moves along, develop an image of where the story is taking place. Wordsmith- Help identify words not known, find the meaning, increase vocabulary Investigator- Research background information about the book and related topics. Summarizer- Read the text and summarise the essence of the story. Begin the group discussion. Illustrator- Show understanding of the text by drawing part of the story. Discussion Director- Questions and prompt thinking about the authors intent, inferences in the text, recall of details. Paragraph Picker- Find exciting paragraphs based on language, imagery, use of synonyms, alternative words, description, alliteration, dialogue. Character studier- Identify the traits of the main character and justify from text. Creator- Create something that arises out of reading the text- a letter, photostory, model, display, concept chart. 11.30 Reading-Literature Circle
12.00 Juicy Writing • WALT write concisely and descriptively • Big Idea: Me the Learner • Explore your past and brainstorm the different things you have learned. Write about one thing you learned. • Plan on a learning map who helped you learn. What did those people do to help you learn? • Write Questions to investigate how people learn eg What else helps you learn? What does the brain do? • Gather evidence of your learning through the years- sift and sort through photos, stories, certificates. • Organise and process the photos and stories into a format using notes to explain their significance. Add flash and tags to make it more interesting. • Present and celebrate your work as an album or photo-story 3 or data show. • Evaluate your work and say what your think of it and what your next step would be. • So What will you do now?
Thurs/ Fri 12.30 PE • WALT pass and throw and control the ball/equipment. • Run, dribble and pass looks like… • Blocking looks like… • Dodging looks like… • Paper, rock, scissors • Two versus two • Cat and Pigeons • Circular Dodge ball
1.30 Reading to • WALT listen to and appreciate a story.
2.00 Maths-Discover • http://www.tki.org.nz/r/wick_ed/maths/interactives.php • http://www.studyworksonline.com/ • http://www.questacon.edu.au/html/puzzles.html • BBC.KS2 Bitesize
2.00 Maths- Number sequence • WALT show the number that 1. comes after 33 34 2. comes before 97 98 3. 10 after 86 96 4. 10 before 64 74 5. 100 after 152 252 6. 100 before 288 388 7. two greater than 421 423 8. in between 567 568 569 570 571 9. comes next in the sequence 15, 20, 25,30 __ 10. is the nearest ten to 198 200
2.00 Maths- Place Value 1. A toy costs $40. How many $10 notes do you need to pay for it? 2. A radio costs $340. How many $10 notes do you need? 3. You have $150 in $10 notes. How many notes do you have? 4. You have 98c. How many ten cents do you have? 5. You have 33c. How many ten cents do you have? 6. You have 65c. How many ten cents do you have? 7. You have $1.70. How many ten cents do you have? 8. I have eight $10.00 notes. Can I buy a book that costs $50? 9. Dad has twelve $10.00 notes. Can he buy a phone that costs $199? 10. Mum has nine $10.00 notes. Can she buy curtains for $60?
1. How many cars can you make with 24 wheels? 2. How many cars can you make with 32 wheels? 3. How many cars can you make with 12 wheels? 4. How many cars can you make with 28 wheels? 5. How many cars can you make with 40 wheels? 6. How many cars can you make with 36 wheels? 7. How many cars can you make with 4 wheels? 8. How many cars can you make with 18 wheels? 9. How many cars can you make with 56 wheels? 10. How many cars can you make with 64 wheels? 2.00 Maths- x -:
1. double of 4 2. double of 6 3. double of 8 4. double of 9 5. double of 12 6. double of 13 7. double of 15 8. double of 16 9. double of 20 10. double of 25 11. Half of 8 12. Half of 10 13. Half of 14 14. Half of 20 15. Half of 30 16. Half of 40 17. Half of 100 18. Half of 50 19. Half of 22 20. Half of 24 2.00 Maths- Fractions
6+6= 6+9= 9+9= 8+8= 7+7= 9+10= 10+7= 12+5= 13+6= 8+14= 11. 17-9= 12. 16-7= 13. 18-6= 14. 20-5= 15. 15-8= 16. 20-4= 17. 20-6= 18. 20-9= 19. 20-13= 20. 18-11= 2.00 Maths- Basic facts
10-:2= 12-:2= 14-:2= 16-:2= 18-:2= 15-:5= 10-:5= 20-:5= 25-:5= 30-:5= 11. 3x2= 12 4x5= 13 8x5= 14 5x5= 15 8x2= 16 6x5= 17 5x2= 18 3x5= 19 6x2= 20 4x2= 2.00 Maths- multiplication and division
23+13= 34+15= 45+15= 56+18= 76+19= 87+19= 88+34= 92+45= 56+56= 67+78= 11. 20-15= 12. 34-13= 13. 45-12= 14. 56-20= 15. 78-20= 16. 89-24= 17. 67-34= 18. 46-25= 19. 34-28= 20. 65-36= 2.00 Maths- + - partitioning, rounding, compensation strategies
WALT play a game Hangman ___ ___ ___ ___ Is there a 5 in the tens place? Is there a digit 8 anywhere? WALT play a game 2.00 Maths
Design an experiment to find out if plants can take grey water. Design an experiment to see if the colour of a flowerpot affects a plants growth. Design an experiment to feed a plant slowly when you can’t be there to feed it. Design an experiment to see what effects salt/ sugar/ lemon/ coffee/ epsom salts/ vinegar has on plants. Design an experiment to see if what is in the soil affects the plants growth. Design an experiment to show how the sun is necessary for growth to occur. Design an experiment to see what difference hormone/ special growth products make to plants. Design an experiment to filter water before giving it to plants. 2.30 Science- Can you set up an experiment and do a ‘fair test’?