The lesson Plan for math that I had in mind was more or less helping students to memorize their multiplication tables. This lesson plan is built over the course of a few days.It begins first in making an attempt to evaluate what the student already knows and has previously memorized. This includes their, 0’s,1’s,2’s,5’s,10’s,11’s. Once these tables have been taught through repetition and practice the next phase is implemented, the 3’s and 9’s time table using the different activities mentioned in the lesson plan. Drill all these problems into their heads and make it almost like second nature. The last step is to create a 5min. timed quiz for the students to test their knowledge, 100 problems. Next and final step would be tying everything together.
This is where my game would come into play. Instead of using the traditional method of a drill sheet why not make a game where the students can reinforce their multiplication skills and pop some balloons. I would explain the the children the concept of the game and have each student spin at least once. We would do a few as a class no paper or pencil. I wasn’t able to create a mock up of the game because it included so many elements. I took a while to build and it wasn’t finished till the day of the arcade.
I changed the rules form have the students give me all the possible combinations for the number on the wheel to only ave to come up with one. The biggest feed back I got was ion the non-popping balloons. Some suggested I use something else entirely but most said just make the balloons bigger so they can pop. However, I realize were could not conduct this game in an actual classroom due to the use of sharp objects. But the point of the game is clear.
“Food Groups,” introduces students to the five food groups: breads, fruit, vegetable, protein, and dairy. Students should understand that the foods they eat are made up of different proportions of nutrients. Students will learn how to classify the foods they eat into the 5 food groups and break down foods into main ingredients.
To make this lesson a playable game I decided to incorporate the game mechanics of the Chuck E. Cheese game “Football Toss”. Students will be shown a picture of a meal and they would have to decide which food groups the meal fits into. They would then have to decide what percentage of the meal is carbs, proteins, dairy, oils, fruits and vegetables. For example: Steak, Potatoes, and Asparagus = 40% Meats/Poultry/Fish/Nuts , 40% Carbohydrates, and 20% Vegetables. After deciding the percentages students would have to toss 10 balls in respective holes representing the 5 food groups.
I drew up a mock version of the game and asked my girlfriend Tricia for feedback. She thought it was a great idea.
My first idea for the mechanics of the game was to have students identify which food groups a meal belonged to and throw one ball into each food group hole. Prof. Smith gave me the idea to incorporate percentages to make it more challenging.
Lesson: Rhyming Words!
I created this arcade game to teach 3rd graders how to rhyme words and match them. I used actual dimes and covered them with tape that I can write words on. 18 dimes for the 18 slots. I had chocolate containers, so I reused them for the word slots. I titled this game Rhyme-A-Dime because it rhymes which is the main point of this invention. Then I made a styrofoam ramp to slide or roll the dimes on and also added lanes with halves of index cards to it so the aiming could be easier. I placed all of this in a box to hold the ramp up and keep the game together. Every player is given 3 rolling attempts for all 3 different words and they recieve 3 points for each correct slot they make.
The words written inside the dime slots are 3rd grade level words, but can be changed depending on the grade level. Creating this game was simple and it was interesting to see the many ideas I kept coming up with to make it better.
The dimes display the words that need to be matched with the words in the slots. This game can be educationally modified in a math related way by using the values of the coins used and rolling them down to certain amounts. Students will be able to learn how to sum up coins and practice their value.
When I attempted the game, I discovered that it was a very fun way of teaching how to rhyme words because it required prior planning to decide which word to roll the dime towards. There were a few times I missed the correct slot, so I tried different angles with my hand to roll the dime. When my brothers played, they enjoyed the concept of the game because their hand coordination is good and made it in the slot every time, then I made it more challenging for them by raising the ramp to make the dime land mainly straight down, but they figured out that the speed of the rolling needs to increase to get the slot they needed. Overall, I would definitely recommend others to try to create and play this game with children because I believe it teaches an effective English lesson. I mainly focused on making this educational game an English lesson since my major is English and Childhood Education, so this assignment helped me get a glimpse of ways I can use my creativity and imagination to teach something children should learn.
The goal of this playable lesson plan is to help improve ones mental addition speed. Addition is an everyday tool that we use, and even though almost all of us walk around with calculators on or phones or laptops, it’d still be faster to just do simple sums in our heads.
So I came up with a adding game called Adder-All.
The game works by having a summand fall from the top of the screen towards the bottom. The goal is to enter the sum before it falls off the screen. As the player progresses the summands fall ever faster, forcing the player to think fast or it’s game over.
Each time the player correctly answers a bonus multiplier is used to calculate the score. For example, if the player gets 10 in a row correct, then the points for the next correct answer would be 11 x [number of points for correct answer]. It’s an incentive to be extra precise in their calculations, and the best way to get to the top of the leaderboards.
The game is pretty ugly right now, so I’d like to modify it to make it look nicer. It could also use a bail out feature, like by hitting space to stop the summand from falling, giving the player a chance to save a life. I’d also like to add more bonuses, like the ability to earn extra lives.
The game doesn’t teach the player how to add. I thought about having a summary of the wrong answers at the end, with visuals of the expression and the sum. But I didn’t have time to do this. The lesson here is mainly to get to a new level of comfort and confidence with addition.
My game for tomorrow’s arcade is called “Aim it and build it healthy” and the game is taken from a lesson plan that I have used in my educational classes. The lesson was about identifying healthy foods and non-healthy foods and then once identified, one would learn how to build a healthy meal. So in my game version, a player is given a several amount of balls instead of darts. Then the player has as many tries or get as many parts of healthy foods to build by throwing the velcro balls at the section of healthy foods instead of hitting the junk foods. Once the player has got many sections of healthy foods possible, you get tickets, win, etc. when landed on junk foods, you lose points. The mechanic of the game is guessing for the children to see if they know how to identify healthy from unhealthy foods, chance, aiming and throwing the ball on to the right target.
Aim and built it healthy!!!!