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Instructional Software

Lesson Idea Name: Adding With Mental Math


Content Area: Math Addition
Grade Level(s): 1-5
Content Standard Addressed: CCSS.Math.Content.1.NBT.C.4 Add within 100

ISTE Technology Standard Addressed: 1 Empowered Learner

Selected Technology Tool: Brainpop

URL(s) to support the lesson (if applicable): https://educators.brainpop.com/lesson-plan/addition-blocks-


game/?bp-topic=multiplication

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
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): Thinking through the Universal Design in Learning, this lesson can help
students learn in various ways ensuring for flexibility with everyone understanding the material. For instance,
the lesson can start with a movie to go over previous material learned that will help aid in this lesson with
using mental math. There will be a game that the teacher explains and then the students will be asked to find
a partner and come up with different addition problems that can be designed by them and presented to show
that they can apply the knowledge that was just gone over in the movie and the game.

BSherman, 2020
Instructional Software

Lesson idea implementation:


In this lesson plan, the students will be led by the teachers in the beginning and then the

teacher becomes a facilitator. The teacher will show a movie that brings up past knowledge to help aid

the material from this lesson. They will be reminded of mental math with different numbers and then

there will be a game that the teacher explains which helps increase their motivation for quick mental

math. This lesson demonstrates creativity in student directed learning as well as understanding and applying

their skills. This lesson will help students learn because of the repetition and personalized level of creativity

with a partner to keep them accountable. The lesson as a whole will take about 45 minutes.

The teacher will pass out 25-50 index cards and tell everyone to partner up with another

student and tear the index cards into a bunch of little squares and write single digits on them. After the

students write on the cards encourage them to create an addition game that they can present to the class

allowing them to use the mental math just as the movie just showed. The students will be encouraged to play a

game called addition blocks where the students add single digits together to get to a specific chosen number.

Students can choose to create a game like this or make up another one. Throughout the year, students will be

encouraged to play these games again to sharpen their mental math skills. This lesson will use the ISTE

Standard number 3, the Knowledge Constructor due to using the digital resources to start the lesson and to keep

them accountable as well as using low-tech tools to create the addition problems.

Reflective Practice: I feel that this lesson could impact student learning because of the levels of creativity
being used. This lesson can serve as great motivation based on the independence that is given to the student
to take the lead for the majority of the lesson while having fun and playing the games they created. I think
that this could be improved by moving forward into subtraction as well using this lesson.

BSherman, 2020

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