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Technology
Lesson
Maren Williams
Lesson Objective

        For this lesson, I taught students
    
        about homophones.
        I wanted to integrate technology, so
    
        I gave them the opportunity to earn
        a chance to play a homophone game
        on one of the five Mac Book laptops
        in the classroom.
Lesson
    Students, after learning about homophones,
         were given an assessment of writing
          sentences using sets of difference
                     homophones.


    Before this, it was explained to the students
     that if they worked independently, quietly,
         and were on-task, they would get a
        computer pass to play a game about
           homophones on the computers.
Homophone Game

       I found a matching homophone game online at
   
       http://www.quia.com/mc/1055.html.
       The game was fairly simple.
   

           Students looked at the game board to find words that
       

           sounded the same when they said them out loud, but
           were spelled different.

           When they got all the pairs, the game reset for the
       

           next person.
Online Homophone Game
Modeling the Game

        To show students how to play the game, I pulled
    
        out a projector and connected my laptop to it.
        The students sat on the rug as I modeled to them
    
        how to play.
        I made it interactive by
    

        having the students do one or
        two examples as a class.
Students

        As the students were working on the
    
        sentences, I passed out 5 computer passes
        if they were on-task.
        When students played and finished one
    
        round, the game reset and they brought
        me back the pass, which I then gave to
        another student.
        All students received a turn playing the
    
        game.
What went well

        I think the whole lesson worked well.
    

            Each student was able to have the opportunity to play
        
            the game.

            The game was motivation to do their work and follow
        

            instructions.

            The students enjoyed doing something out of the
        
            norm.

            The game wasn’t too long and was age appropriate.
        


            The game was appropriate for the lesson.
        
Principles of Effective Technology
Integration:
Student Use of Technology

    The technology started as me modeling to the students how

    to use the activity, however, it was mostly the students using
    the technology and all students got the opportunity to use
    the computers.
    It promotes active learning by giving students a hands-on

    experience with the technology and the major concepts
    being taught that day.
Principles of Effective Technology
Integration:
Technology Use Is Essential

    The technology was an add-on to their formal assessment of writing

    sentences.
    There isn’t much technology in the classroom and most students don’t

    get many opportunities to use it.

    It acted as a motivation to give students the chance to use the computers.

Principles of Effective Technology
Integration:
Focus on Learning Task

    The game was specifically geared toward the lesson on homophones.


    It not only was a game, but acted as extra practice on using and

    identifying homophones.

    The benefit of the game was that it was only about a 1 minute game,

    giving all students the chance to play it.
Principles of Effective Technology
Integration:
Added Value

    The use of technology for this lesson was not difficult and did

    not make it a burden to use in the lesson. It fit hand-in-hand
    with what the students were learning and did not take much
    time.
    Using the technology allowed me to give the students a

    break from the normal assessment. They got extra practice
    and enjoyed using the technology.

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Technology Lesson

  • 2. Lesson Objective For this lesson, I taught students  about homophones. I wanted to integrate technology, so  I gave them the opportunity to earn a chance to play a homophone game on one of the five Mac Book laptops in the classroom.
  • 3. Lesson Students, after learning about homophones, were given an assessment of writing sentences using sets of difference homophones. Before this, it was explained to the students that if they worked independently, quietly, and were on-task, they would get a computer pass to play a game about homophones on the computers.
  • 4. Homophone Game I found a matching homophone game online at  http://www.quia.com/mc/1055.html. The game was fairly simple.  Students looked at the game board to find words that  sounded the same when they said them out loud, but were spelled different. When they got all the pairs, the game reset for the  next person.
  • 6. Modeling the Game To show students how to play the game, I pulled  out a projector and connected my laptop to it. The students sat on the rug as I modeled to them  how to play. I made it interactive by  having the students do one or two examples as a class.
  • 7. Students As the students were working on the  sentences, I passed out 5 computer passes if they were on-task. When students played and finished one  round, the game reset and they brought me back the pass, which I then gave to another student. All students received a turn playing the  game.
  • 8.
  • 9. What went well I think the whole lesson worked well.  Each student was able to have the opportunity to play  the game. The game was motivation to do their work and follow  instructions. The students enjoyed doing something out of the  norm. The game wasn’t too long and was age appropriate.  The game was appropriate for the lesson. 
  • 10. Principles of Effective Technology Integration: Student Use of Technology The technology started as me modeling to the students how  to use the activity, however, it was mostly the students using the technology and all students got the opportunity to use the computers. It promotes active learning by giving students a hands-on  experience with the technology and the major concepts being taught that day.
  • 11. Principles of Effective Technology Integration: Technology Use Is Essential The technology was an add-on to their formal assessment of writing  sentences. There isn’t much technology in the classroom and most students don’t  get many opportunities to use it. It acted as a motivation to give students the chance to use the computers. 
  • 12. Principles of Effective Technology Integration: Focus on Learning Task The game was specifically geared toward the lesson on homophones.  It not only was a game, but acted as extra practice on using and  identifying homophones. The benefit of the game was that it was only about a 1 minute game,  giving all students the chance to play it.
  • 13. Principles of Effective Technology Integration: Added Value The use of technology for this lesson was not difficult and did  not make it a burden to use in the lesson. It fit hand-in-hand with what the students were learning and did not take much time. Using the technology allowed me to give the students a  break from the normal assessment. They got extra practice and enjoyed using the technology.