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  1. 1. Technology Integration Project Zelma Alarcón IP&T 287
  2. 2. <ul><li>Standard 5: Understand that the 19 th century was a time of incredible change for the United States, including geographic expansion, constitutional crisis, and economic growth. </li></ul><ul><li>Objective 1: Evaluate the course of events of the Civil War and its impact both immediate and long-term. </li></ul><ul><ul><li>a. Identify ideas, events, and leaders of the Civil war </li></ul></ul>Learning Objectives State Core Standard: Social Science
  3. 3. Technology Computer and Permithean Board
  4. 4. Civil War Jeopardy Sources of Information: USA Studies Weekly Civil War Exam Map Activity – &quot;Civil War Battles&quot; USA History
  5. 8. Civil War Jeopardy
  6. 9. Civil War Double Jeopardy
  7. 10. Extracting information from resources I created 6 categories: Questions for each category were arranged according of difficulty. Game Creation Numbers States Who is Who Battles Definitions Potpourri
  8. 11. Technology Interface Using the Classroom Jeopardy Software I entered information into the computer I downloaded to the Jeopardy cartridge I connected the Jeopardy Scoreboard To the Permithean Board
  9. 12. Game Rules and Adaptations <ul><li>The game was open book. </li></ul><ul><li>The class was divided in 3 groups </li></ul><ul><li>Each group had a leader that “buzzed in” on a wireless remote if: </li></ul><ul><ul><ul><li>s/he knew the answer </li></ul></ul></ul><ul><ul><ul><li>Someone in the group whispered to him or her </li></ul></ul></ul><ul><ul><ul><li>and the group agreed with the answer </li></ul></ul></ul><ul><li>Leaders passed the “buzzer” to the student on the right until </li></ul><ul><li>everyone in the group had a turn </li></ul><ul><li>If the group that “buzzed in” didn’t give an answer in 3 seconds </li></ul><ul><li>or if they answered incorrect, the other groups had the chance to </li></ul><ul><li>“ buzz in” & give the answer. </li></ul>
  10. 13. <ul><li>Motivate the students to recall names of people that influenced in history. </li></ul><ul><li>Significant documents. </li></ul><ul><li>Causes of the Civil War. </li></ul><ul><li>Strategies that were used during the Civil War. </li></ul><ul><li>Dates, battles, definition of terminology, and events that happened during the Civil War. </li></ul>Learning Goal
  11. 14. Projection from Permithean Board Leader with “buzzer” Civil War Jeopardy
  12. 15. Actively using Technology Technology used as a tool to achieve learning and discovery.
  13. 16. Excellent tool for reviewing and reinforcing curriculum
  14. 17. <ul><li>I was going to create a Jeopardy game using Power Point, but my mentor mention about the Classroom Jeopardy package that the school had and nobody knew how to use it, so I decided to try it. </li></ul><ul><li>I was able to use the computer, and the Jeopardy software to create 2 Civil Jeopardy Games based on the material covered during the week. I had to research the information in order to come up with the questions. </li></ul><ul><li>The students were able to use the “buzzers” to answer the questions, therefore they were active participants in the game. </li></ul><ul><li>The students were totally involved in answering the questions and if they couldn’t recall the information they worked as a team searching for the answers in the resource material that the teacher gave them at the beginning of the week. </li></ul><ul><li>It was awesome to see how much technology enhanced the learning process. My mentor mentioned that this was the first time in a while that he has seen such participation in the class. </li></ul>What went well
  15. 18. <ul><li>I would allow more time so the students will continue “playing” (learning) </li></ul><ul><li>I would set the scoreboard higher so the students in the back won’t have to stand on their chairs to point the “buzzer”. </li></ul>What Would I do Different?
  16. 19. <ul><li>In this lesson I used technology to create the game. </li></ul><ul><li>I also used the “host” unit that controlled the game board and the scoreboard. </li></ul><ul><li>The students also used the technology to indicate that they had the answer, so they were actively engaged in the game. </li></ul><ul><li>They were able to see if their answers were correct or incorrect, by accumulating or loosing points, as the case may be. </li></ul>Student Use of Technology
  17. 20. <ul><li>In this lesson technology was very essential to the learning process. </li></ul><ul><li>The students were active participants and were using technology. </li></ul><ul><li>Technology added to the real learning process and also was a motivational factor. </li></ul><ul><li>The integration of different technologies helped the students focus on the learning task. </li></ul><ul><li>Technology was used as tool to help achieve the learning goal of this lesson. </li></ul><ul><li>By using technology as a tool it motivated all the students. They worked as a team towards a common goal. Students that were not interested in memorizing the facts were eager participants and were searching for the correct answer. </li></ul><ul><li>This combination of technology can reach all types of learners. </li></ul><ul><li>It was an instant success in the classroom! </li></ul>Technology use is essential