Reader Rabbit Math! Ages 6-9
Created by Stephanie
Worsman
This lesson was created to integrate with a unit on
inequalities. This math computer-based
software lesson will utilize Reader Rabbit Math! and is intended for a
second grade classroom. The lesson is
designed for students that are learning inequalities and basic computer
skills. The students will complete the
objectives using the classroom computers and will be paired up, using the
software in sessions of 10 minutes.
While selected students work together on the software, the rest of the
class will work on in-class assignments related to the study of inequalities
with the assistant of the teacher. The
students will be familiar with the software before this lesson, having had the
opportunity to interact on several occasions with the program.
Reader Rabbit Math! is an interactive math program
that incorporates vibrant colors and lively animation with a comprehensive
story to reinforce elementary math skills.
The program tells the story about Sam the Lion and Reader Rabbit that
have been stranded on
The students will be able to
Lesson
Sequence
1) At the start of the lesson, the teacher will
introduce the inequalities transparency.
The teacher will write an inequality on the blank transparency, such as
___ < 10. Students will volunteer
numbers that are less than 10 and the teacher will write them down on the
transparency. The teacher will continue
with different inequality sentences until he or she feels comfortable that the
whole class has a full understanding of inequalities. Time: 10 minutes
2) The
teacher will introduce Reader Rabbit Math to the whole class using the
LCD projector. Based off the knowledge
that the students have had previous work with the software, the teacher briefly
reviews the beginning of the program and quickly moves on to show the class how
to select the Pirate Splash game from the main map. The teacher then shows the class how to play
the game in the practice mode. The
students will observe the teacher while they do this task. Time: 5 Minutes
3) As
a class, the students will solve the different inequalities as the teacher
controls the mouse. The students will
shout out what numbers are correct as they are displayed on the screen. Time: 5 minutes
2) After
the introduction of the game to the class, the teacher will then select
students randomly and put them in groups of 2.
The students are instructed to go to the computers in the classroom and
work cooperatively on the Pirate Splash game.
While half the class is working on the computers, the other students are
working on in class assignments that are part of the inequalities unit. After a 10-minute session for each pair, the
students will go back to their respective desks and complete a worksheet that
incorporates their knowledge about inequalities and their knowledge of the
software. (Pirate
Splash Worksheet). At this time, the
students that were working on in class assignments previously will now move to
the computers and work on Pirate Splash in the Reader Rabbit Math software
program. Time 20 minutes
The teacher will monitor the students knowledge of
inequalities during the whole class demonstration of the Pirate Splash
game. The students will be evaluated
based on their ability to access and effectively use the Pirate Splash activity
and will be supervised on how well they work in pairs. The teacher will observe how effective Reader
Rabbit Math was with helping the students complete the accompanying
worksheet. The students are graded on
how well they complete the Pirate Splash worksheet by the number of questions
they answered correctly.
For a follow-up homework assignment, the teacher will assign
the students to go home and find objects in their house that they can correctly
answer the inequality sentences with. (Homework Assignment)
Last
Revised