Computer Games Teacher Resources
Find Computer Games educational ideas and activities
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With the help of the Area Officers and Perimeter Patrol, you learners will develop a better understanding of area and its relationship to perimeter. First, they view a video clip from Cyberchase, and then they visit a website to test their area and perimeter skills as they build cyberspace ships. After the computer game, they create paper models of their spaceships. How fun! The game link is old, so you must search the PBS website to find the game.
Discuss and share opinions on violent computer games. After reading an article, your class will discover the controversy surrounding online games. They analyze the suitability of computer games and write their own letters to a developer of an online game that has been labeled controversial.
Students write about different toys and games used by children at different stages of development. After reading an article, they identify the benefits and drawbacks of children's computer games and programs. In groups, they research a category of baby electronics and write an article reviewing the items.
Students name the six main function areas inside a computer. They simulate the internal operations of a computer completing a function, and compare and contrast the difference between human and computer parts which store information.
Students consider the elements that make computer games compelling, then use these elements to develop game 'narratives' based on historic events.
Young scholars outline the major events, mat??riel, and setting of a war or conflict. They develop a computer game narrative that draws on these historically accurate details.
Learners practice plotting on a coordinate plane. They interact with a math computer game to locate four weather stations using a coordinate grid and given coordinates. They graph the four points on a grid, connect them, and classify the resulting quadrilateral.
Students identify geometric shapes, demonstrate construction of an object graph, compare sets of objects, estimate which student has the most geometric shapes in his or her bag, and play computer game Jump Start Kindergarten.
Seventh graders complete a unit of lessons on the Westward expansion of the U.S. They play the computer game, Oregon Trail III, read primary source documents, conduct Internet research, write diary entries from the pioneer viewpoint, and create an artifact.
Students evaluate possible gender stereotypes perpetuated by computer games, particularly those designed for girls. They design a prototype for a gender bias-free computer game that would appeal to both males and females.
Learners debate whether playing violent computer games desensitizes people to real-life violence.
Students listen to and read nursery rhymes. They discuss rhyming words. Students play a variety of computer games with rhymes, numbers and telling time. They retell the story through dramatic play, speech, and comprehension questions.
Learners view the "Parts of a Computer" Power Point presentation then they view the inside of a computer and break down each operating system and its job. They compare and contrast the difference between human and computer parts that perform input, output, process, and storage functions.
Students participate in a computer game and discover how to retrieve, open and save documents n the computer. As they complete a scavenger hunt, using the computer, students use the first letter of each item as clues to a treasure.
Challenge young mathematicians to buy classroom supplies by staying within the means of a $1,000 budget. The mathematical activity provides learners with the opportunity to decide what items from the supply list would benefit a class of 20 students, and calculate the totals using the four operations. A comprehensive approach to costs and benefits, children can create a labeled bar graph to represent the use of the money. Because there will be various solutions to the investigation, class members are encouraged to compare their choices with a partner. Note: A misalignment in the activity says that students will engage in Common Core standard MP3, but it is actually MP4.
This activity presents a problem about a computer game which uses functions to simulate the path of an arrow fired by an archer. Learners use the given function to determine where the archer must stand in order to fire an arrow that will clear a wall of a given height. The task's focus is the transformation of functions, specifically the effect on the graph of f(x) when replaced by f(x + k). It can easily be modified to focus on other transformations and is suitable for either instruction or assessment.
The identification of action verbs and linking verbs is the focus of the language art lesson presented here. In it, learners engage in a wide variety of activities such as; identifying verbs via flashcards, playing action verb bingo, using computer games to find verbs, completing worksheets (embedded in the plan) for homework, and taking a final assessment on these two types of verbs. The plan is well written and has everything you need in it for successful implementation.
Students identify parts of a computer. They categorize parts of a computer by function: input, output, process, and storage. They explain how the parts work together and simulate the process a computer uses to execute a command.
Learners consider their attitudes toward concrete and abstract violence in the media before developing hypotheses that assess the effect of gender and age on people's attitudes toward such violence and designing a survey to test those hypotheses.
An online Sim City type game from the BBC website guides students to complete a World Food Programme mission. They investigate the causes and of hunger in different parts of the world and then research a particular region's hunger problem. They use this information to create a proposal for their own computer game in which players tackle world hunger.