Simple ELA Lesson
Plan
Game:
A Google a Day
Description of game:
"A Google A Day helps keep
the cobwebs away! Engage your gray matter and sharpen your web searching skills
to find the answer for each day's head-scratching query. Read the question, and
then race the clock to see how quickly you can Google the answer. There's no
right way to solve it, but there's only one right answer! Learn something new
every day when you play A Google A Day! "
Grade level: 6-8
Common Core ELA STANDARDS
Reading Informational
Text: RI 4
4. Determine the
meaning of words and phrases as they
are used in a text,
including figurative, connotative,
and technical
meanings; analyze the impact of
specific word
choices on meaning and tone,
including analogies or
allusions to other texts.
Writing: W,6,7
6. Use technology,
including the Internet, to produce
and publish writing
and present the relationships
between information
and ideas efficiently as well
as to interact and
collaborate with others.
7. Conduct short
research projects to answer a
question (including
a self-generated question),
drawing on several
sources and generating
additional related,
focused questions that allow for
multiple avenues of
exploration.
Speaking and Listening: SL
1,2
1. Engage
effectively in a range of collaborative
discussions with
diverse partners, building
on others’ ideas and
expressing their own
clearly.
a. Come to
discussions prepared, having read
or researched
material under study; explicitly
draw on that
preparation by referring to
evidence on the
topic, text, or issue to probe
and reflect on ideas
under discussion.
b. Follow rules for
collegial discussions and
decision-making,
track progress toward
specific goals and
deadlines, and define
individual roles as
needed.
c. Pose questions
that connect the ideas of
several speakers and
respond to others’
questions and
comments with relevant
evidence,
observations, and ideas.
d. Acknowledge new
information expressed
by others, and, when
warranted, qualify or
justify their own
views in light of the evidence
presented.
2. Analyze the
purpose of information presented
in diverse media and
formats (e.g., visually,
quantitatively,
orally) and evaluate the motives
(e.g., social,
commercial, political) behind its
presentation.
Language: L 2,4,5,6
2. Demonstrate
command of the conventions of
standard English
capitalization, punctuation, and
spelling when
writing.
a. Use punctuation
(comma, ellipsis, dash) to
indicate a pause or
break.
c. Spell correctly.
4. Determine or
clarify the meaning of unknown and
multiple-meaning
words or phrases based on grade
8 reading and
content, choosing flexibly
from a
range of strategies.
a. Use context
(e.g., the overall meaning of a
sentence or
paragraph; a word’s position or
function in a
sentence) as a clue to the meaning
of a word or phrase.
b. Use common,
grade-appropriate Greek or Latin
affixes and roots as
clues to the meaning of a
word (e.g., precede,
recede, secede).
c. Consult general
and specialized reference
materials (e.g.,
dictionaries, glossaries,
thesauruses), both
print and digital, to find the
pronunciation of a
word or determine or clarify
its precise meaning
or its part of speech.
d. Verify the
preliminary determination of the
meaning of a word or
phrase (e.g., by checking
the inferred meaning
in context or in a
dictionary).
5. Demonstrate
understanding of figurative language,
word relationships,
and nuances in word meanings.
a. Interpret figures
of speech (e.g. verbal irony,
puns) in context.
b. Use the
relationship between particular words
to better understand
each of the words.
c. Distinguish among
the connotations
6. Acquire and use
accurately grade-appropriate
general academic and
domain-specific words
and phrases; gather
vocabulary knowledge
when considering a word
or phrase important to
comprehension or
expression.
NETS-Technology Standards
1. Creativity and Innovation
Students demonstrate creative thinking, construct
knowledge, and develop innovative products and
processes using technology.
a. Apply existing knowledge to generate new ideas,
products, or processes
2. Communication and Collaboration
Students use digital media and environments to
communicate and work collaboratively, including
at a distance, to support individual learning and
contribute to the learning of others.
a. Interact, collaborate, and publish with peers,
experts, or others employing a variety of digital
environments and media
b. Communicate information and ideas effectively
to multiple audiences using a variety of media
and formats
3. Research and Information Fluency
Students apply digital tools to gather, evaluate,
and use information.
a. Plan strategies to guide inquiry
b. Locate, organize, analyze, evaluate, synthesize,
and ethically use information from a variety of
sources and media
c. Evaluate and select information sources and digital
tools based on the appropriateness to specific tasks
d. Process data and report results
4. Critical Thinking, Problem Solving,
and Decision Making
Students use critical thinking skills to plan and
conduct research, manage projects, solve problems,
and make informed decisions using appropriate
digital tools and resources.
a. Identify and define authentic problems and
significant questions for investigation
5. Digital Citizenship
a. Practice safe, legal, and responsible
use of information and technology
b. Exhibit a positive attitude toward using technology
that supports collaboration, learning, and productivity
c. Demonstrate personal responsibility for
lifelong learning
d. Exhibit leadership for digital citizenship
6. Technology Operations and Concepts
Students demonstrate a sound understanding
of technology concepts, systems, and operations.
a. Understand and use technology systems
b. Select and use applications effectively
and productively
c. Troubleshoot systems and applications
d. Transfer current knowledge to learning
of new technologies
Instructional activities:
This is a reading and vocabulary do-now activity.
Students are directed to log on to their computers when they arrive to class
and go to the game. They will use Google to solve the problem. In this timed game, students learn to
use a full range of search techniques to answer riddles, questions and solve
problems. Most often it involves vocabulary puzzlers.
http://agoogleaday.com/#date=2012-02-19
or access it through Shockwave at http://www.shockwave.com/gamelanding/googleaday.jsp
Sample question #1: I can grow my body
back in about two days if cut in half. Many scientists believe I do not undergo
senescence. What am I?
Sample question #2: If you were in the
basin of the Somme River at summer’s end in 1918, what language would you have
had to speak to understand coded British communications?
Sample
question #3: Two future presidents signed me. Two didn't because they were
abroad. Despite my importance, modern viewers seem to think I have a glaring
spelling error. What is it?
Sample
question #4: In April 1896, I shot and killed a man. Eight months earlier, that
man shot and killed a man who 17 years prior was famously reported to have
killed 42 men. Who was the man I shot?
Assessment:
Teacher will check the student’s
answer in their class journal. Students will be expected to write down the
question, the answer and the search path they chose, and why. They will also be
expected to reflect on what subject area the question falls under.
Debriefing:
A vote will be taken among the class
once a week and one question chosen for discussion. In order to develop
meaningful learning, the chosen question will be reviewed. The class will
discuss how a good search could take place. The class will discuss the
relevance of the question, any unknown vocabulary terms and the process of
conducting the online search in a productive way, relative to the question
chosen that week.
What cognitive skills do
this game help to cultivate?
Players need to be able to read and understand the information presented
in the questions. They get feedback and are offered help and must be able to
read the hint and decipher how it can help them. The hints are a form of
scaffolding. They must understand the main idea of the textual information and
are then involved in what is called a “transactional process’ in the article we
read, whereby they process the knowledge they find in their initial search to
help them move forward towards discovery (finding the correct answer). Students
must access prior knowledge in many cases to help them use the correct search
terms. So, players must analyze textual information and bring prior knowledge
to help answer questions.
What new literacies
skills do this game help to cultivate?
From the journal article we
read that new literacies “generally
means being able to use information and communication technology tools to
“identify questions, locate information, evaluate the information, synthesize
information to answer questions, and communicate the answers to others” (Leu,
Kinzer, Coiro, & Cammack, 2004, p. 1572).
This quick daily ELA lesson
cultivates all of those new literacies skills.
This game sounds like a lot of fun. I think everyone always looks to google to find answers to things they are unsure of. It can also teach kids what sites are good sources of information.
ReplyDeleteI agree, this lesson sounds like a lot of fun. I have never heard of this "Google a Day". I am trying it right now. I bet students would enjoy trying to solve the riddle, and it helps them to develop good web searching skills.
DeleteVery interesting and engaging, A Google A Day! Such a wonderful idea! Please specify the details on the standards and add technology standards. :-)
ReplyDeleteI updated the Common Core Standards providing details of each standard. In past classes we have just provided a link to the Common Core. I am sorry to have left that out. I also included the NETS standards.
ReplyDelete