2. MANIPULATIVES
Manipulatives are physical tools of teaching, engaging
students visually and physically with objects such as coins,
blocks, puzzles, markers, etc. these physical tools are used as
teaching aids to engage students in the hands-on learning The
use of manipulatives is constructivist because students are
actively engaged in discovery during the learning
process.
3. ADVANTAGES OF USING
MANIPULATIVES
Enhances student learning.
Students feel capable and competent.
Students will see real life application of
concepts.
It teaches underlying values and skills
(critical thinking, creativity, problem
solving, etc.)
4. DISADVANTAGES OF USING
MANIPULATIVES
Can be a source of disturbance.
If not provided, can be very costly to
the teacher.
It’s use has to be carefully and can be
very time consuming.
May not last long without proper care
and supervision and may wear out
with age.
6. MODELS
A model is a three-dimensional representation of a
person or thing or of a proposed structure, typically
on a smaller scale than the original. A model can
come in many shapes, sizes, and styles. It is
important to emphasize that a model is not the real
world but merely a human construct to help us better
understand real world systems.
7. REAL OBJECTS
Real objects are material things that can be seen,
touched, are known and familiar to students. These
are objects that are especially appropriate for
learners who are encountering a subject of which
students can make some connection to their lives.
This form includes real life objects such as plants,
fruits, ice cream cones etc.
8. MOCK- UPS
Mock-ups are simplified representations of
complex devices. It clarify the complex. They
are sometimes constructed as working models
to illustrate the basic operations of a real device.
10. MY MANIPULATIVE
WHAT TIME IS IT?
For Ages 7-9 years old
Please read before starting the game.
INSTRUCTIONS
Roll the dice.
Move the number of spaces
Say what time it is.
Draw the time on the clock worksheet.
Represent the time on the clock provided.
Each correct action receives one (1) point.
The student or group to reach “finish” receives five (5)
points and one less point after.
The student or group with the most points at the end of
the game wins.