The document describes a gumball math game lesson plan for first grade students. The lesson uses a SMART board gumball machine visual to teach basic math concepts like counting, addition, and subtraction in an interactive and engaging way. Students will come up to the board to count and add/subtract gumballs of different colors, applying math to a real world scenario. The game supports universal design principles by allowing visual and active participation.
2. Target audience for the lesson:
● This game would be used to teach mathematics to first graders.
● It is a fun interactive way to teach a math lesson to beginners in math.
● I would use the smartboard to instruct the interactive lesson.
3. Why this lesson would be effective:
● This lesson will teach beginners in math in a visual representation.
● Math can be very hard to comprehend for younger kids so by instructing the students on a SMART
board they would be able to fully engage in the lesson plan.
● Compared to just doing standard math problems, students would be more willing to participate
and learn because it is a competitive game.
4. Basic math with the gumball game:
● I would start the game by instructing the students to look at the gumball machine and ask how
many of each color are in the machine.
● I would individually ask students to come up to the SMART board and count the gumball of a
certain color. That same student would then write the correct color section the number of
gumballs for that color
● This would not onluy teach students how to do simple addition, but it would also give them a
lesson on how to identify colors.
5.
6. Using the gumball machine with advanced math:
● Next I would try to make the simple lesson more advanced by adding addition and subraction
problems.
● This woud challenge the students to think harder and expand their knowledge.
● I will individually call on students to ask them a vairety of questions where they are asked to add
and subract the number of gumballs.
● I will use real life names and examples so they can relate the math to realistic situations they will
come across on a daily basis.
7.
8. Testing the gumball lesson:
● After doing the lesson one day, I will give a
mini 4 question quiz similiar to the lesson to
evaluate the effectiveness of the game with
the students.
● If students are able to score high on the
quiz I will judge the game as being
successful because students were able to
retain what they had learned form the
game.
9. How this lesson supports universal design:
● This game engages students visually and
interactively.
● The game supports universal design
because it allows students to
work/participate actively together.
● Students learn more from being involved
and this board allows them to do that.