The document describes 10 different math station formats: Matching, War, Gator Than or Less Than, Counters in a Cup, Bump, Go-Fish, Math Tables, Shape Sorting, $1.00 Words, and Take Your Order. Each format is briefly described with 1-7 directions for how to play the game or activity. The formats include games, sorting activities, and word problems focused on different math skills like addition, subtraction, multiplication, division, comparing numbers, and money.
This presentation contains:
1.What is scrabble?
2.Scrabble Board
3.Points Per Letter
4.Before The Game
5.Scoring the Game
6.Playing The Game
7.Ending The Game
Thank you........
This presentation contains:
1.What is scrabble?
2.Scrabble Board
3.Points Per Letter
4.Before The Game
5.Scoring the Game
6.Playing The Game
7.Ending The Game
Thank you........
http://bit.ly/1LTzAo6
This video shows what are prime numbers and how to identify them. For a full lesson on prime numbers and types of numbers, please visit:
http://bit.ly/1LTzAo6
http://bit.ly/1LTzAo6
This video shows what are prime numbers and how to identify them. For a full lesson on prime numbers and types of numbers, please visit:
http://bit.ly/1LTzAo6
Mandarin immersion teachers have a big job, especially in the early grades. Building strong vocabulary and understanding of language while ensuring content knowledge mastery can seem daunting. How do you engage students in rigorous Mandarin literacy development? How do you maximize production in your classroom? Teachers from VIF International Education’s Splash Mandarin immersion programs in North Carolina will share the literacy model used for daily word study and guided reading and writing, as well as their strategies for maximizing simultaneous participation. Through practice of hands-on literacy activities used in these classrooms participants will take away literacy games and strategies to use immediately with their students. Participants will learn how to use a curriculum map and fun, daily literacy rotations for strong academic vocabulary and reading development.
Speaker
Jim Chiang teaches in the Splash Mandarin Immersion Program at New Century International Elementary School (NCIES), a Title I, public school in Fayetteville, North Carolina.
Vicky Kim is a HUGE advocate for innovative, inclusive and effective learning, which is why she loves dual language immersion education. As a Director at VIF International Education, a North Carolina based organization, Vicky has worked closely with districts, schools, teachers and parents to implement and develop over 50 Splash dual language programs. Before joining VIF, Vicky taught K-8 ESL and developed family literacy programs for dual language communities.
Pei-Ying Wu is a doctoral student of Early Childhood, Special Education, and Literacy at the University of North Carolina at Chapel Hill. She received her Master’s Degree in Teaching, Learning, and Curriculum from the University of Pennsylvania and had years of cross-national and cross-age teaching experiences. She is currently writing her dissertation on cultural models of teaching in contexts of heightened globalization. Over the last two years, Pei-Ying has worked closely with Mandarin Immersion Program teachers in North Carolina public schools to provide instructional support.
Game description: outnumber is a number counting and matching game for kindergarten kids. It has numbers from 1 to 20. There are 3 cards in each number family corresponding to- numeral, number in words and number as count. Each card clearly displays a number, corresponding number word, written on it as words along with an intelligent picture evoking the image of the number. For eg. An octopus with 8 tentacles evokes the image of the number 8, a rainbow evokes the image of 7 and so on.
Toddler early learning toys: kids will master early number skills like number recognition, sequencing, addition and writing numbers in words for numbers up to 20. Fun math manipulatives for elementary and kindergarten kids.
Unique approach: each number in this number home has a unique personality which helps build recall of shapes and sequence of numbers. Associating characters is the most effective method to remember anything and this game does exactly the same- makes recalling numbers a cakewalk for kids.
Simple game play: 4 amazingly simple and fun game plays within the game, one for each of the number skill that this game addresses. Effective number matching & recognition game.
Visual appeal: the cards have a bright glossy finish on one side and a soft complementary color on the other. This not just catches the attention of toddlers but ensures that the cards never leave their hands.
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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
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Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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2. Matching
Directions:
1. This can be played with one or two students
2. Turn all of the cards over in a rectangular
pattern.
3. Take turns finding matches with the cards
4. If a match is found that partner goes again.
5. When all cards have been sorted, shuffle and
repeat the game
6. This can be used in a variety of ways, e.g.
standard form and expanded form, numbers
and number words, shapes and names,
addition and subtraction.
War
Directions:
1. This is a two player game
2. The same decks of cards could be used for this game that you
made for your matching games
3. Players take turns by turning one card over and placing it in
front of them.
4. The player with the highest number wins and takes those two
cards to add to their pile.
5. If the cards match, they have a “war” and each player puts
three cards facing down and one card on top.
6. The player with the highest card on top is the winner of that
round and takes all of the cards.
7. This can be used in a variety of ways, e.g. standard form
and expanded form, numbers and number words, negative
and positive numbers, multiplication and division, addition
and subtraction.
Gator Than or Less Than
Directions:
1. Each partner will choose a dice.
2. Decide which Gator will eat your dice. Each partner will
face that Gator’s open mouth.
3. Each partner will roll the dice at the same time.
4. Compare your dice. The partner with the bigger number
will place their dice on the bigger number on your side of
the board.
5. Then second partner will place their dice on the smaller
number line on their side of the board.
6. Read the number sentence to compare your dice.
7. Add dice to add place value and make more challenging.
Counters in a Cup
Directions:
1. Decide who will go first (rock, paper, scissors)
(who is oldest/youngest) (who is taller)
2. Both partners count cubes to find the total
number of cubes. Partners choose to play with
10 or 20 cubes.
3. First partner will choose how many cubes will
go in the cup. Don’t let you partner see!
4. Second partner will then count the cubes
outside the cup and try to tell their partner how
many they think are in the cup.
3. Bump
Directions:
1. 2 player game and each pair will need three dice for
the addition version and two dice for the
multiplication version along with a set of 10 markers of
one type or color for each player.
2. Addition: Roll three number cubes and add those
numbers. Cover that space with your marker. You can
bump your partner’s color and take their space! If you
cover a space with two markers stacked on top of each
other, you lock that space and it can’t be bumped. The
player to use all ten of their markers first is the
winner!
3. Multiplication: Roll two dice and multiply those
numbers. Follow the rest of the directions for addition.
Go-Fish
Directions:
1. Each student will receive seven cards in their hand
and the rest of the cards stay face down in a pile in
the middle.
2. Students will ask for the match to their card and if
the other player has it, they will give it to them.
3. If the player does not have the card, then the
player asking will pick a card from the deck of
cards in the middle.
4. Play until all cards have been paired.
5. This can be played with number cards, addition,
subtraction, multiplication, or division cards,
shape cards, or money cards.
Math Tables
Directions:
1. This is a two player game and can be used with
addition, subtraction, multiplication, and division
2. Students are given a math table with numbers
along two sides and blank boxes in the middle.
3. Depending on the operation being used, students
will fill in the boxes using the numbers along the
edge to complete the problems.
4. If using subtraction or division, remind students
to always start with the largest of the two
numbers.
Shape Sorting
Directions:
1. 1 player needs a bag of 3 dimensional shapes, a
pencil, and a page to record their work.
2. Sort shapes based on attributes, color, or name.
3. Students use a recording sheet to keep track of
the shapes they review.
4. $1.00 Words
Directions:
1. Students can work on this individually or with a
partner.
2. Students try to come up with words that add up
to a $1.00.
3. Each letter has a value, A=$.01, B=$.02, C=$.03,
all the way to Z=$.26.
4. Students record all words they try on a
recording paper and any dollar words they find
go on a display board for all to see.
5. For a challenge, give students another sum to
reach, e.g. $1.25.
Take Your Order
Directions:
1. Students will work in partnerships when playing
this game.
2. One student will order what they would like to
eat and the other will record the prices of each
item.
3. Based on students adding ability, the menus will
look different.
4. Have multiple menus available with different
amounts of money so all students are able to
participate at the station.