You are on page 1of 2

Instructional Software

Lesson Idea Name: Technological Math Battle


Content Area: Adding and subtracting within twenty using technology to take an active role.
Grade Level(s): 2nd

Content Standard Addressed: MGSE2.OA.2 Fluently add and subtract within 20 using mental strategies. By
end of Grade 2, know from memory all sums of two one-digit numbers.

ISTE Technology Standard Addressed: Empowered Learner Students leverage technology to take an
active role in choosing, achieving and demonstrating competency in their learning goals, informed by the
learning sciences. a. articulate and set personal learning goals, develop strategies leveraging technology to
achieve them and reflect on the learning process itself to improve learning outcomes.

Selected Technology Tool: Prodigy

URL(s) to support the lesson (if applicable):


https://play.prodigygame.com/

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.

SBooker, 2020
Instructional Software
Universal Design for Learning (UDL): Prodigy incorporates Universal Design for Learning by allowing
students to complete the changes at their own pace and difficulty. Prodigy provides multiple means of
representation by incorporating visual, auditory, and kinesthetic aspects. Prodigy provides an engaging game
for kinesthetic learners, an audio part for auditory learns, and visual stimulation for visual learners. Prodigy
engages students in multiple ways such as having fun learning math, enjoying exploring math in a game
environment, wanting to gain points, or wanting to complete challenges in order to beat the boss.

Lesson idea implementation:


The teacher will use a 100’s chart as a warm up by asking the class two addition and two subtraction
questions within the number twenty. The students will raise their hands and answer. The teacher will then
explain that they will be completing math challenges to further develop using mental strategies to add and
subtract within twenty using an engaging computer game called Prodigy. It will take approximately fifteen to
twenty minutes to complete. The goal is to get through as many challenges as the students can.
Student learning will be recorded in the game. Student learning will be assessed by the amount and accuracy
of challenges they compete. The scores from the challenges can be used to differentiate learning because It
informs the teacher what level of understanding each student has. Within prodigy students will be able to set
personal learning goals, develop strategies levering technology to complete them, and reflect on the learning
process to improve learning outcomes. The learning will be extended to a higher level thinking by allowing
students to view and reflect upon their mistakes. Students will automatically be provided with feedback as thy
move through the challenges.

Reflective Practice: The lesson could be further extended by asking the students to go home and practice
Prodigy for a minimum of fifteen minutes. The teacher will ask them to play as many challenges on Prodigy as
they can. They can extend their learning even further by exploring a new set of two digit numbers that go
beyond twenty.

SBooker, 2020

You might also like