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Instructional Software

Lesson Idea Name: Learning On My Own

Content Area: Mathematics

Grade Level(s): 5

Content Standard Addressed:

ISTE-S: 3d: Students critically curate a variety of resources using digital tools to construct knowledge, produce
creative artifacts, and make meaningful learning experiences for themselves and others.

MGSE5.NF.4 Apply and extend previous understandings of multiplication to multiply a fraction or whole
number by a fraction.

By the end of the lesson, students should be able to use Khan Academy to determine various ways to
multiply/divide fractions through the use of tutorials, practice quizzes, and games.

Selected Technology Tool: Khan Academy

URL(s) to support the lesson (if applicable and goes directly to the lesson):
https://www.youtube.com/watch?v=x6xtezhuCZ4

Type of Instructional Software:

☐ Drill and Practice X Tutorial ☐ Simulation ☐ Instructional Game ☐ e-books/e-references

Features of this software (check all that apply):

X Assessment Monitoring/Reporting

☐ Allows teacher to create customized lessons for students

X Multi-user or collaborative functions with others in the class

☐ Multi-user or collaborative with others outside the class

X Accessible to students beyond the school day

X Accessible via mobile devices

☐ Multiple languages

X Safety, security and/or privacy features

Bloom’s Digital Taxonomy Level(s):


TFrazier, 2021
Instructional Software

☐ Remembering ☐ Understanding X 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.

X 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):

Video tutorials are great for students who may have difficulty with attention span. Video tutorials give
students the freedom to pause in the middle of lessons to catch up or take a break, as well as rewind to recall
any missed information. Video tutorials are also a valuable resource for students who are visual learners and
students who prefer to learn at their own pace. Additionally, tutorials support the learning of all students. In
the instance of Khan Academy, tutorials are free and accessible by all students, wherever they are.

Lesson idea implementation:

I will begin the lesson by asking students to recall our previous lesson about adding and subtracting
fractions. I will then introduce students to our lesson about multiplying fractions. After introducing students
to this concept, I will show them a brief Khan Academy video about multiplying fractions. Students will be
asked to provide me with simple fractions as we create our own practice problems to find the product of the
fractions being multiplied. This brief introduction and practice session will prepare students for the software
activity.

Students will be asked to retrieve their ChromeBooks and sign into their Khan Academy accounts.
Students will be expected to view various tutorials related to the multiplication of fractions. Upon completion
of said tutorials, students will have the option to play various games on the Khan Academy website. These
games will allow students to learn through play. There will be roughly 20 minutes of work time for students.
Students will take responsibility for their own learning by viewing the tutorials, engaging in the interactive
games, and taking practice quizzes to further develop their understanding of the topic. Students will engage
in this work time for 3 days before completing an assessment in class.

Reflective Practice:

TFrazier, 2021
Instructional Software
The activities I have created impact student learning by giving students the opportunity to take responsibility
for their learning. To extend the lesson, students can participate in a Kahoot game. The Kahoot game would
include various practice questions where students may use their whiteboards or tablets to solve the
equations before locking in their answers.

TFrazier, 2021

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