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SMART Board Adaptation
Ethan Sippy
Edp 279
Target Learners
FIRST-YEAR COLLEGE
STUDENTS
AGE 18-19 MARKETING MAJOR MINIMAL PRIOR
EXPERIENCE WITH
SMART BOARDS
Concentration
• The Smart Exchange lesson plan I chose
is a plan based on concentration
• This lesson plan will help my students
because marketing majors are typically
very strong in ideation, but their
thoughts tend to be scattered. This
plan will help them to hone their ideas
and enhance their implementation
• Link:
https://exchange.smarttech.com/previ
ew/462e92a4-96a6-4b01-b43d-
6ad10a45dc94
The Concentration Game
• Students are split into teams
• Teams are asked a question, if the question is answered
correctly, they earn the opportunity to uncover a square on
the board.
• Under each square is a puzzle
• Students must work together to solve the puzzle before
time expires
• Answering a puzzle correctly earns the team a point
• The team with the most points at the end wins
Adaptation 1:
SMART Board
Squares are
Interactive
With this adaptation, I feel that
allowing the squares of the game to be
interactive will help enhance the flow
of the game, as well as hone in on the
concentration focus of the game
Once the students answer the
question correct, the square will
disappear, and the puzzle will be
shown as the timer starts on the
screen
Adaptation 2:
Puzzles are
Interactive
The puzzles presented on the screen
will be moveable pieces that the
students must drag in a certain order
to complete the puzzle. This will help
the students to visualize the puzzle
and enhance concentration
Once the puzzle is shown, the students
can each drag geometric squares with
the stylus into a certain order with
only on correct solution
Adaptation 3:
Success/
Failure of
Puzzle
Completion is
Interactive
Once the correct answer is found, or the time expires,
the screen will automatically stop the puzzle and display
a message and animation based on the results. This will
gratify good concentration, or encourage more
concentration on the next puzzle
Once the puzzle is completed the screen will present a
message along the lines of “Congratulations! You
earned 1 point” with an animation of confetti falling and
sound of cheering
Once time expires before successful completion, the
screen will present a message along the lines of “Oops!
Time has expired. Bump up your concertation for the
next one!” with an animation of a clock exploding and a
sound of a trumpet playing *Whomp whoooomp*
Conclusion
• The game is much more fluent and immersive when the students are able to participate in
an interactive media game versus an orthodox classroom game
• The use of interactivity will enhance the student's level of concentration, and help them to
participate fully
• The game will be well received by the students when the components are modern and
interactive

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EDP 279 4.1

  • 2. Target Learners FIRST-YEAR COLLEGE STUDENTS AGE 18-19 MARKETING MAJOR MINIMAL PRIOR EXPERIENCE WITH SMART BOARDS
  • 3. Concentration • The Smart Exchange lesson plan I chose is a plan based on concentration • This lesson plan will help my students because marketing majors are typically very strong in ideation, but their thoughts tend to be scattered. This plan will help them to hone their ideas and enhance their implementation • Link: https://exchange.smarttech.com/previ ew/462e92a4-96a6-4b01-b43d- 6ad10a45dc94
  • 4. The Concentration Game • Students are split into teams • Teams are asked a question, if the question is answered correctly, they earn the opportunity to uncover a square on the board. • Under each square is a puzzle • Students must work together to solve the puzzle before time expires • Answering a puzzle correctly earns the team a point • The team with the most points at the end wins
  • 5. Adaptation 1: SMART Board Squares are Interactive With this adaptation, I feel that allowing the squares of the game to be interactive will help enhance the flow of the game, as well as hone in on the concentration focus of the game Once the students answer the question correct, the square will disappear, and the puzzle will be shown as the timer starts on the screen
  • 6. Adaptation 2: Puzzles are Interactive The puzzles presented on the screen will be moveable pieces that the students must drag in a certain order to complete the puzzle. This will help the students to visualize the puzzle and enhance concentration Once the puzzle is shown, the students can each drag geometric squares with the stylus into a certain order with only on correct solution
  • 7. Adaptation 3: Success/ Failure of Puzzle Completion is Interactive Once the correct answer is found, or the time expires, the screen will automatically stop the puzzle and display a message and animation based on the results. This will gratify good concentration, or encourage more concentration on the next puzzle Once the puzzle is completed the screen will present a message along the lines of “Congratulations! You earned 1 point” with an animation of confetti falling and sound of cheering Once time expires before successful completion, the screen will present a message along the lines of “Oops! Time has expired. Bump up your concertation for the next one!” with an animation of a clock exploding and a sound of a trumpet playing *Whomp whoooomp*
  • 8. Conclusion • The game is much more fluent and immersive when the students are able to participate in an interactive media game versus an orthodox classroom game • The use of interactivity will enhance the student's level of concentration, and help them to participate fully • The game will be well received by the students when the components are modern and interactive