2. Identifying Issues Affecting Learning
Mrs. Wilson is an enthusiastic teacher who uses a variety of technology tools in
the delivery of her lessons. However, she found that even though she had
prepared well for a particular class using a wall chart and a video presentation,
only four (4) of the twenty four (24) students were actively participating in the
lesson. The other students did not pay much attention. Some were clearly bored, while
many of them were observed fanning with their exercise books.
3. Three Reasons for Students Response
1. The students were bored because the tools being used were not interesting
to the students.
2. Many of the students were observed fanning with their exercise books; this
may be a result of poor ventilation in the classroom.
3. The strategy used to teach this particular lesson may have been ineffective.
4. Proposed Solutions for the Issues Identified
1. In order to maintain the student’s attention it is important to engage them
throughout the lesson. Instead of using only a video and a wall chart, Mrs.
Wilson could include them in a PowerPoint presentation which is more
interactive. She can also engage students through questioning and have
discussions as she carries out the lesson.
2. To address the issue of ventilation, Mrs. Wilson may need a classroom with
air conditioning or one which has better air circulation. An alternative could
be to have the class outside but this can also be distracting and may affect
how technology is used in delivering the lesson.
5. Proposed Solutions for the Issues Identified
3. A Constructivist approach to teaching/learning proposes that students
learn by creating their own ideas/knowledge through exploration and
experience. Mrs. Wilson can provide a better learning experience for her
students by using the Cooperative learning strategy. This allows students to
be actively involved in a group setting where they can also develop
cognitive as well as social skills. In this environment students benefit by
learning as they explore.
6. Using Technology to Aid Instruction
Topic: Counting and Identifying Numerals 1 – 10
Age Group: 4 year olds
Technology Used: PowerPoint Presentation (Computer and Projector),
Video and Internet Games
7. Using Technology to Aid Instruction
Lesson Objectives
At the end of the lesson student will be able to:
1. Identify the numerals 1 – 10 by touching and calling
2. Count and group objects in groups 1 – 10
3. Share knowledge of numerals 1 – 10 through playing games and solving
problems together
8. Using Technology to Aid Instruction
Procedure
Step 1: Students will recite counting jingles, e.g. ‘One, Two Buckle My Shoe’
Step 2: Students will watch video entitled ‘Pic Train Counting Fingers’
Step 3: The video will be replayed and paused at intervals where the students will count the
fingers and identify numbers.
Step 4: Students will be introduced to a counting game ‘Fishy Count’ which is available free
online. Link to Game http://www.primarygames.com/math/fishycount/
Step 5: Students will also play an interactive game ‘Teddy Count’ available at
http://www.topmarks.co.uk/learning-to-count/teddy-numbers
10. Aspects of The Lesson Developed by
Technology
• This will help to reinforce their numeracy concept.
• The use of the train and oranges also provide a context for the learning of
the numbers which brings life to the teaching learning process.
• The use of the interactive games provides a fun activity for the students and
at the same time give them opportunities to strengthen their skills in
counting and number recognition.
11. The Benefits to Students
• The students would benefit from the video as they will see objects and numerals and
hear them being counted.
• They will have the opportunity to link the semi-concrete objects with the abstract
symbol i.e. the numbers.
• In addition to the reinforcement of the topic being taught, the students can also
enhance their motor skills, eye hand coordination and their social skills.
• Through manipulating the devices, they can develop their hand muscles and may
experience increased vocabulary through the words and objects presented in the
video and games.