Reflections on the Project Implementation
Integrating
technology into a classroom lesson was a very engaging task that required some
creativity, a comfort level with software, and technological skills. The creation of this lesson started with defining
a relevant and meaningful learning objective and determining ways I can assess
the students’ understanding. I then considered
which platform I could utilize to reach that objective given the available classroom
technology and skill level of the students. Another consideration was to create a vehicle
that can be versatile, transferable and reusable to increase its value as an
educational tool. I also wanted to maximize
but also control the level of student engagement as they reach the learning
objective.
During my observations
of a third grade class, the importance of quality English language arts skills was
very evident when the students were writing personal narrative essays. The range of writing quality varied widely
depending on the students’ skills including their knowledge and use of proper
spelling and vocabulary. These essential skills are reinforced daily through
instruction, classwork and homework. However,
the students are presented with a new set of 25 spelling words each Monday
which then become the focus of ELA activities for that week. Despite
such exposure to these skills, I felt that a good learning objective would be
further practice of recent spelling words to reinforce
phonics, vocabulary and spelling skills.
By utilizing words they learned recently but not currently practicing, I
also hoped to impart on the students the importance of retaining past knowledge.
With
this relevant and meaningful learning objective, I then considered how I can
assess their knowledge utilizing the available classroom technology. The idea of an interactive SMART Board game
show came to mind as a good way to assess students’ knowledge in an engaging
way that capitalizes on their competitive spirits. With its long history and enduring popularity1,
Jeopardy is almost synonymous with trivia
game shows. Given the simple rules and familiar
format, I also felt this could be easily adapted for future use with other
spelling words and for almost any other subject like math, science and social
studies.
With
a proficiency in Powerpoint gained through experience in my corporate marketing
career, I customized a previously-designed Jeopardy game file for this third
grade class. To simplify scorekeeping for
these young students, I replaced the multiple point values generally found on
Jeopardy gameboards with letters and added colors for each column of clues. I used large, clear fonts in bold white
lettering on a solid blue background to maximize visibility of the clues for
students who may have vision impairment.
I also included sounds for each clue and answer to further engage the
students.
I
worked with the classroom teacher, Mrs. Moeller, to determine the content of
the clues. She provided me with the spelling
words from each of the previous nine school weeks. With each set of weekly spelling
words grouped by a phonics sound pattern, I selected four (long “a”, long “e”,
short “e”, short “u”) for the Jeopardy game and added a column of “No Excuse
Words” which are included with each weekly set of words. I then selected five spelling words from each
category partly based on the relative commonality of each word as determined by
Google Books Ngram Viewer2.
I
created clues using a mix of sentence completion and definition clues because
both are commonly used in summative assessments. I designed the clues to be meaningful and relevant
to the third grade students even including their teacher and teacher aides as
subjects. To introduce interdisciplinary
skills, I included a few clues that called upon the students’ math and foreign language
skills (the class has a weekly Spanish period.)
I made the Final Jeopardy clue specifically for the teacher to conclude
the game.
After
several rounds of testing and revising clues with my own family including my 4th
and 7th grade children, I finalized the game board to present to the
students.
When
I presented the game, objectives and rules to the students, they were quite
excited even though the clues were going to engage their spelling, vocabulary
and phonics skills. Gameplay on the
SMART Board went smoothly with just a few unexpected but minor technical
glitches. I had brought my laptop in
case of major technical issues. Having a
backup plan to such a technology-dependent activity is highly recommended.
Quick thinking helps, too. For one
student, the answer appeared instead of the clue. Not wanting to skip this opportunity, I asked
the student to identify the part of speech and to use the word in a sentence to
demonstrate comprehension.
After
students provided answers, I would highlight key strategies to help identify,
pronounce and spell words correctly. To
differentiate instruction, I gave extra time and clues to certain students. For
example, I had to remind a few students of the phonics sound pattern that
should be represented in their answers. The
twenty students were constantly engaged as the game progressed steadily through
the 26 clues. The Final Jeopardy
question was an interdisciplinary clue and the only answer that was not one of
their weekly spelling words. It was actually
a word that I helped Mrs. Moeller pronounce and spell correctly several times during
my observation.
When
the Jeopardy game concluded, I asked the students to share how such a fun
activity helps them learn. Their
responses hit all the salient points including using phonics, spelling
patterns, and context clues to come up with the correctly spelled and
pronounced answers. The students enjoyed
the relevancy and challenge of the clues and were appreciative that the game
was customized just for their class.
Several interested students asked me how I was able to do that. I encouraged them to come up with their own
game to serve an educational purpose even if it’s just for their own benefit. In the future, I may produce a brief video to
show how I created this particular game to further educate students and engage
their own creativity.
The
Jeopardy game fulfilled the learning objective in a fun, engaging way in the
planned 40 minute class period. The
students were excited that they were able to apply their previous knowledge and
several literacy strategies to come up with answers to the clues. This activity triggered their excitement to
learn and the students look forward to similar opportunities to apply what they
know.
References
1 Syndicated TV
Ratings for Week Ending November 17, 2013,
Excellent work! I am sure they would love to watch the video on how you created the Jeopardy game. During the lesson, did you have to make accommodations due to certain issues? Through your observation (informal assessment or formal assessment using rubric), do you think the students mastered the learning objectives? Wonderful job! :D
ReplyDeleteThank you, Dr. Hsu, for the feedback. During the lesson I had to make accommodations for two students. One girl is visually impaired and has processing issues so I read the clue (that was visually displayed on the SMART Board) aloud to her twice and encouraged her to write her answer on paper before sharing it verbally like her fellow classmates. While reading the clue aloud helped her better understand the challenge, she didn't utilize the offer of writing her answer first. I think she was excited to say her answers quickly like her classmates were doing on their turn (although there was no set time limit given).
DeleteA second student who needed an accommodation was a boy who has a severe case of ADHD and is untreated medically. When it was his turn in the game, I repeated the object and rules to him. For example, I reminded him that his answer should have a specific phonetic pattern (indicated by the column heading.) While he was engaged as other students participated, I wanted to ensure he understood what he is about to do and how he should formulate his answer.
Through informal assessment and feedback from their teacher, I think the students mastered the learning objectives. They utilized phonics patterns, vocabulary knowledge and spelling strategies to answer the clues. Their level of engagement was evident when some students asked for even more. Their excitement to learn and reinforce their skills was a rewarding result of this lesson!
What a creative idea to use jeopardy to teach phonetic words. It looks like you invested a lot of thought into your plan, great job! I also liked how you read the question for the visually impaired student, that way everyone can participate and learn!
DeleteThis comment has been removed by the author.
ReplyDeleteI agree that jeopardy is a great game to access knowledge while engaging students and "competitive spirits". I noticed that students are very motivated to learn while playing interactive games such as jeopardy in the classroom!
ReplyDeleteI love Jeopardy!! The students have so much fun playing games and they learning at the same time! I also did Jeopardy and the students loved it! Good Job Henry
ReplyDelete