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Standard 5: Understand that the 19th century was a time of incredible change for the United States, including geographic expansion, constitutional crisis, and economic growth.

Objective 1: Evaluate the course of events of the Civil War and its impact both immediate and long-term.a. Identify ideas, events, and leaders of the Civil war

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Extracting information from resources I created 6 categories:

Questions for each category were arranged according of difficulty.

Numbers States

Who is Who Battles

Definitions Potpourri

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Using the Classroom Jeopardy Software I entered information into the computer

I downloaded to the

Jeopardy cartridge

I connected theJeopardy Scoreboard

To the Permithean Board

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• The game was open book.

• The class was divided in 3 groups

• Each group had a leader that “buzzed in” on a wireless remote if:

a. s/he knew the answerb. Someone in the group whispered to him or her and the group agreed with the answer

• Leaders passed the “buzzer” to the student on the right until everyone in the group had a turn

• If the group that “buzzed in” didn’t give an answer in 3 seconds or if they answered incorrect, the other groups had the chance to “buzz in” & give the answer.

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• Motivate the students to recall names of people that influenced in history.

• Significant documents.• Causes of the Civil War.• Strategies that were used

during the Civil War.• Dates, battles, definition

of terminology, and events that happened during the Civil War.

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Projection from Permithean Board Leader with “buzzer”

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Technology used as a tool to achieve learning and discovery.

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• I was going to create a Jeopardy game using Power Point, but my mentor mention about the Classroom Jeopardy package that the school had and nobody knew how to use it, so I decided to try it.

• I was able to use the computer, and the Jeopardy software to create 2 Civil Jeopardy Games based on the material covered during the week. I had to research the information in order to come up with the questions.

• The students were able to use the “buzzers” to answer the questions, therefore they were active participants in the game.

• The students were totally involved in answering the questions and if they couldn’t recall the information they worked as a team searching for the answers in the resource material that the teacher gave them at the beginning of the week.

• It was awesome to see how much technology enhanced the learning process. My mentor mentioned that this was the first time in a while that he has seen such participation in the class.

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• I would allow more time so the students will continue “playing” (learning)

• I would set the scoreboard higher so the students in the back won’t have to stand on their chairs to point the “buzzer”.

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• In this lesson I used technology to create the game.

• I also used the “host” unit that controlled the game board and the scoreboard.

• The students also used the technology to indicate that they had the answer, so they were actively engaged in the game.

• They were able to see if their answers were correct or incorrect, by accumulating or loosing points, as the case may be.

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• In this lesson technology was very essential to the learning process.• The students were active participants and were using technology.• Technology added to the real learning process and also was a

motivational factor.• The integration of different technologies helped the students focus on the

learning task. • Technology was used as tool to help achieve the learning goal of this

lesson.• By using technology as a tool it motivated all the students. They worked

as a team towards a common goal. Students that were not interested in memorizing the facts were eager participants and were searching for the correct answer.

• This combination of technology can reach all types of learners. • It was an instant success in the classroom!