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Instructional Software

Lesson Idea Name: Multiplication Knowledge


Content Area: Mathematics
Grade Level(s): 3rd Grade

Content Standard Addressed:


MGSE3.OA.7 Fluently multiply and divide within 100, using strategies such as the relationship between
multiplication and division (e.g., knowing that 8 × 5 = 40, one knows 40 ÷ 5 = 8) or properties of operations. By
the end of Grade 3, know from memory all products of two one-digit numbers.

ISTE Technology Standard Addressed:


Empowered Learner c. Use technology to seek feedback that informs and improves their practice and to
demonstrate their learning in a variety of ways.
Selected Technology Tool:
BrainPOP
URL(s) to support the lesson (if applicable):
https://www.brainpop.com/math/numbersandoperations/multiplication/
https://educators.brainpop.com/lesson-plan/multiplication-blocks/?bp-
topic=multiplication&fbclid=IwAR0aoXDS9D7HBMhxOY4mr_izPDDPh5IaT0shSJ0hkfz15OvBpv7Y2xdWMbM
https://educators.brainpop.com/tools-features-support/
https://pages.sumdog.com/
Type of Instructional Software:
☒ Drill and Practice ☒ Tutorial ☐ Simulation ☒ Instructional Game ☒ e-books/e-references

Features of this software (check all that apply):


☒ Assessment Monitoring/Reporting
☐ Allows teacher to create customized lessons for students
☒ Multi-user or collaborative functions with others in the class
☐ Multi-user or collaborative with others outside the class
☒ Accessible to students beyond the school day
☒ Accessible via mobile devices
☐ Multiple languages
☐ Safety, security and/or privacy features

Bloom’s Taxonomy Level(s):


☒ Remembering ☒ Understanding ☒ Applying ☐ Analyzing ☐ Evaluating ☐ Creating

Levels of Technology Integration: (

☒ 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

SBooker, 2020
Instructional Software
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): This lesson will promote student engagement because it allows for
students to collaborate with each other and share information and feedback. Students will be able to show
their multiplication knowledge through an interactive game along with written equations on the board and a
quiz. The teacher will represent multiplication information through videos and examples on the board. The
technology tool BrainPOP will make the multiplication content easier and more fun for students. This tool
allows the teacher to activate student knowledge about multiplication. It also allows teachers to differentiate
for students based on the needs and abilities.

Lesson idea implementation:


This lesson will be aligned to the Georgia Standard MGSE3.OA.7 Fluently multiply and divide within 100, using
strategies such as the relationship between multiplication and division (e.g., knowing that 8 × 5 = 40, one
knows 40 ÷ 5 = 8) or properties of operations. By the end of Grade 3, know from memory all products of two
one-digit numbers. The ISTE Technology Standard addressed in the lesson is Digital Citizen b. engage in
positive, safe, legal and ethical behavior when using technology, including social interactions online or when
using networked devices. The lesson will begin with the teacher playing a multiplication movie on the
smartboard to activate prior knowledge. Before this lesson students should already have knowledge about
multiplication and experience applying that knowledge. After watching the video, the teacher will write up
different multiplication problems on the board and have students solve them on the board. Students will then
have the opportunity to practice their multiplication facts through BrainPOP. Students will engage in online
games and use mental strategies to fluently multiple numbers together. The game students will be playing on
BrainPOP is called Multiplication Blocks. If the game is new to students, the teacher will demonstrate how to
play. Teachers can differentiate the difficulty level and speed for learners based on their individual needs. The
teacher will then give students 10 minutes to play on their own and 10 minutes to play with a partner. After
playing the game, the class will come together and discuss the different mental strategies students used in
the game. The teacher and students will be able to share strategies and provide each other with feedback.

The teacher will assess students by having them take a quiz BrainPOP. The teacher can create a class quiz for
students to take. She could also differentiate and create three different quizzes with three different difficulty
levels. The teacher can provide feedback for the class as a whole in person or individual feedback through
comments on BrainPOP. BrainPOP will provide the teacher with quiz results and common trends. After
reviewing the data, I encourage teacher to share the information with students and go back and review
problems that many students missed. I will conclude the lesson by having students answer a ticket out the
door which will ask students: What is the relationship between multiplication and division?

Reflective Practice:
I believe the activities I created in the lesson can positively impact and support student learning. I think by
integrating BrainPOP into the lesson, the teacher can simplify the concept of multiplication and make learning
fun for students. However, I could extend the lesson further by having students practice division problems
and having them make connections between multiplication and division. Another technology tool that could
be used to support students learning multiplication is Sum Dog. Sum Dog is an evidence-based digital learning
tool that engages students in interactive math games. Sum Dog has been proven to double mathematical
fluency for students who use the software at least thirty minutes a week.

SBooker, 2020

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