M5 Smartboard Activity
Many classrooms are now using Interactive Whiteboards (also known as SmartBoards) to supplement instruction. SmartBoards allow teachers to utilize a variety of software to engage students and promote their interaction with instructional materials. Below is an example of how to implement SmartBoard technology during a classroom lesson. This activity is intended for use in Grade 1- Mathematics and addresses the following Georgia Performance Standard:
Number and Operations:
M1N1. Students will estimate, model, compare, order, and represent whole numbers up to 100.
e. Exchange equivalent quantities of coins by making fair trades involving combinations of pennies, nickels, dimes, and quarters up to one dollar; count out a combination of coins needed to purchase items up to one dollar.
___________________________________________________________________________________________________________
Number and Operations:
M1N1. Students will estimate, model, compare, order, and represent whole numbers up to 100.
e. Exchange equivalent quantities of coins by making fair trades involving combinations of pennies, nickels, dimes, and quarters up to one dollar; count out a combination of coins needed to purchase items up to one dollar.
___________________________________________________________________________________________________________
Making Change- Grocery Store Cash Out
Cash Out -(click for URL/activity link)
Rationale:
This interactive whiteboard game offers great practice for students learning to identify money and make change. It may also be used as an informal assessment tool for teachers to evaluate how well students are learning the material.
Set-Up:
This game is intended for small group use (4-6 students at a time) during mathmatics learning centers. However, teachers may choose to use this activity in a large group setting for general review or to provide extra practice for individual students.
Description:
When students rotate to the interactive whiteboard center, they are instructed to choose a partner from within their group. One at a time, each partner set works with the interactive whiteboard. Utilizing the Cash Out game, Partner 1 uses hand held manipulatives to count out the change needed to purchase the on screen item (according to list price) and Partner 2 chooses the appropriate change to give by touching the corresponding coins on the interactive whiteboard and selecting "give change." Group members are encouraged to help one another as needed. Students continue to rotate through this activity, switching roles with their partner at each turn, as time permits.
Rationale:
This interactive whiteboard game offers great practice for students learning to identify money and make change. It may also be used as an informal assessment tool for teachers to evaluate how well students are learning the material.
Set-Up:
This game is intended for small group use (4-6 students at a time) during mathmatics learning centers. However, teachers may choose to use this activity in a large group setting for general review or to provide extra practice for individual students.
Description:
When students rotate to the interactive whiteboard center, they are instructed to choose a partner from within their group. One at a time, each partner set works with the interactive whiteboard. Utilizing the Cash Out game, Partner 1 uses hand held manipulatives to count out the change needed to purchase the on screen item (according to list price) and Partner 2 chooses the appropriate change to give by touching the corresponding coins on the interactive whiteboard and selecting "give change." Group members are encouraged to help one another as needed. Students continue to rotate through this activity, switching roles with their partner at each turn, as time permits.