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Directions: Fill in each part of the App Lesson with your own original ideas.

Please
look at the samples provided on Moodle. Provide 3 to 4 apps/steps for students to
complete along with a creative title, helpful description, and relevant SC teaching
standards. There must be one app per step.

Title: Understanding Shapes with Apps!

Relevant SC Standards:

K.G.2 Identify and describe a given shape and shapes of objects in everyday
situations to include two-dimensional shapes (i.e., triangle, square, rectangle,
hexagon, and circle) and three-dimensional shapes (i.e., cone, cube, cylinder, and
sphere).

K.G.3 Classify shapes as two-dimensional/flat or three-dimensional/solid and


explain the reasoning used.

K.G.5 Draw two-dimensional shapes (i.e., square, rectangle, triangle, hexagon,


and circle) and create models of three-dimensional shapes (i.e., cone, cube,
cylinder, and sphere).

Description: This app lesson develops young students’ ability to identify and describe
shapes.

Instructional Objective: Students will watch an interactive video to promote


learning about shapes and participation in the “game show”. The students will also build
shapes using rubber bands on the Geoboard app when the teacher names various shapes
to the class. The students will then make bingo cards of pictures of shapes and names of
shapes to play with the class. Each student will take screenshots of five different bingo
cards that they created with their answer attached to submit to the teacher. This allows
the teacher to assess each student’s comprehension of shapes.

Step 1: Students will watch an interactive video on the YouTube app called, “Name the
Shape Game” by Jack Hartmann. This video displays the names and pictures of several
shapes, what two-dimensional/three-dimensional shapes look like, and being able to
identify shapes in everyday life.

[https://apps.apple.com/us/app/youtube-watch-listen-stream/id544007664]
Step 2: Students will create shapes by using rubber bands through the Geoboard app.

[https://apps.apple.com/us/app/geoboard-coordinates-cartesian/id1502705201]

Step 3: Students will create bingo cards using the Bingo Card Generator app to engage
with in the classroom. Each student will either write the name of a shape or draw an
image of a shape on the board. The students will search their cards for the answer and
the first student who successfully answers the questions to have a bingo on their card
wins. Each student will take screenshots of five different bingo cards that they made
with the answer attached to submit to the teacher.

[https://apps.apple.com/us/app/bingo-card-generator-create-make-and-print-
custom/id757575893]

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