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Instruction Software

Lesson Idea Name: Do Vegetables Belong in Math?


Content Area: Mathematics
Grade Level(s): First grade

Content Standard Addressed: 2. Reason abstractly and quantitatively


Younger students recognize that a number represents a specific quantity. They connect the
quantity to written symbols. Quantitative reasoning entails creating a representation of a
problem while attending to the meanings of the quantities.

ISTE Technology Standard Addressed: Empowered Learner 1c.


Students use technology to seek feedback that informs and improves their practice and to
demonstrate their learning in a variety of ways.

Selected Technology Tool: App for iPhone or iPad

URL(s) to support the lesson (if applicable): https://apps.apple.com/us/app/vegetable-maths-


masters/id1401333497

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.

Universal Design for Learning (UDL): By using the VegetableMaths app, students will have different
options when working with the numbers one through ten. First, they will select a character to play
as, and then select their age which will bring them to a selection of games that are designed for
their age level. The students can choose what game to play and earn stars. Once they have
mastered each game for their age level, they can begin practicing the games on the age level above
theirs, if applicable. This form of technology can help with student engagement because there is a
choice for them even with being in the first grade. It is also great for representation because while
practicing counting and using their numbers, they will also be learning new words for different
vegetables or using their prior knowledge about the vegetables to complete different activities. This
tool also supports the action and expression portion of UDL by providing different levels for the
different activities. Within each game are five rounds and students will continue practicing those
rounds until they are able to complete them successfully and move on.

Lesson idea implementation: The teachers will begin by providing a tutorial on how to navigate
through the app and explain how to complete each activity, because the only language available is
English, even though the tasks don’t require you to know English. Then the teachers will simply be
there for assistance when students ask. This app will be introduced to students to practice using and
writing their numbers they’ve been exposed to previously through technology since it is so appealing
to students. The task will take approximately 20 minutes to allow for students to have enough time to
master each game and potentially move on to a higher age level. If students were unable to reach the
higher age level games within the time frame, allow them to attempt it anyways to still gain that
insight and practice and extend the student learning to a higher level.
This app will record student data by giving students stars to collect when they have completed a task
successfully. If they complete a task unsuccessfully, they continue working until they master it to earn
their star. By recording the number of stars students have after the time has surpassed, I will be able
to use that data to determine if any students need more practice with writing, counting or adding.
This lesson will be concluded by coming together as a group to practice the same activities they
completed in the VegetableMaths app. Students can volunteer to share their knowledge and
experiences with the app to build a strong, supportive community. I will provide feedback to the
students during the group session as we work through some activities together.

Reflective Practice: I think this activity can impact student learning positively because students are
able to work individually at their own pace and practice what is necessary. There are no penalties in
the app so there is always a positive outcome. To further extend this lesson, I would have students
practice writing their numbers on paper or a white board and reciting the numbers aloud as well.
They can work in partners or table groups to work off of each other. There are definitely other
technological tools that could also help build these skills, however, I feel as though students need to
practice without the use of technology as well. It is important to teach the motions of writing out
numbers by hand as well as showing ways to add and subtract using their fingers.

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